output of ASCII item/monster symbols. Also, fix non-tile compile and add a few comments to tiles.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3298 c06c8d41-db1a-0410-9941-cceddc491573
7HA2754QW3SBCAJ5K6KUXNXXXIZB5BIBCFPLXADCXHH6EREKXHSAC
TI2HASZUN3QBTNWRCXLXJHOZBOUHFEOQUCPK5EYLATL7BP32H6LQC
PBRFKFYILME3A2YLLVGRWJ2C7PCE2GONSINX65P4EG22ZGCW6JWAC
SVY2PTCLXR3KNPQAWXVXTTGCC5DR334HOAKHYO3VDDRWM2BWMALAC
7NDXS36TE7QVXTXJWMYSVG5UHCCLPIO4VL6NXFGTDK3ZNKE3A2IAC
77H4BWWPPGLM3PLZH4QTAJRXIZTSDVNCOKZE223I437FN2UJ34RQC
6HQB2N6N75R2RGKJFWRUN7WAC2PNGWQFXTII5DTRLTHZ2BOTMTVAC
Z6XF4AIERIW4U4AR3HU2ILYFZ54IK4K4ORQ6JKCEWRO5LZODWDDAC
PL6I2CMSTHY5ZHWVMIQE5YTM5S5VPKBNZM6QJVHZSSKOJGIJ5W4AC
TRNEOO3YKZSUGYTJZDDXZTJFQJXY6PWKBDJXAOLY3FZAD6WHTUTQC
RCU52DRCPWJVQ6HME4QR6V6EVQWTBKZTPWDI47UGUDAUBPOO5YNAC
Q4YYTFXYZUDBYWT37U354CJOAQMAAIWM5W72TAEGMEUKZIUZBMGAC
XRZPPYWPWUOM4SFNI6BHKH2UKJQNLKOV6Y7XIEPEZXE5QYRT26PAC
ESWIM76FGJL4QFLSHU6AC4D74PT7OPLQ7ZCJYWLZS5UCBAJDXYHAC
U3KGUJJQWQORJIIFH3ADVNIEEX5HOX6KEOXO7DJSL7L3Z6GG3PAQC
BKL4VOE2R2ZZS35A3HTLVZW5FBIV7Y4YSHSS2PTBLRXMZCIP6JCAC
CVC5FFFLGVRR3KPYDNB6RF4FNACV3LI3HPSR4MCUNZ4C3FSQYBDAC
7AMQN7MITMXBNVDAK5VOXTQ4TZIAOD6ZLOFJG7GQMBTY23Y2BKSAC
K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC
25CH7HH4LKXFIZ75YNMXS3TSXO6O27DYSOPLOD45K4OCNFWLS4LQC
"<lightgray>b<magenta> or <brown>K<magenta>. You can gain information "
"about it by pressing <w>x<magenta> and moving the cursor on the "
"monster."
"<lightgray>b<magenta> or <brown>K<magenta>. "
#else
// need to highlight monster
text += "monster is a ";
text += mon.name(DESC_PLAIN).c_str();
text += ". Examples for typical early monsters are: rat, "
"giant newt, kobold and goblin. "
#endif
"You can gain information about it by pressing <w>x<magenta> and "
"moving the cursor on the monster."
unsigned ch;
unsigned short col;
get_item_glyph(&item, &ch, &col);
if (ch == ' ') // happens if monster standing on dropped corpse or item
// happens if monster standing on dropped corpse or item
if (mgrd[item.x][item.y] != NON_MONSTER)
text += "<magenta> is an item. If you move there and press <w>g<magenta> or "
"<w>,<magenta> you will pick it up. Generally, items are shown by "
"non-letter symbols like <w>%?!\"=()[<magenta>. Once it is in your "
"inventory, you can drop it again with <w>d<magenta>. Several types "
"of objects will usually be picked up automatically."
text += "<magenta>";
#endif
text += "is an item. If you move there and press <w>g<magenta> or "
"<w>,<magenta> you will pick it up. "
#ifndef USE_TILE
"Generally, items are shown by "
"non-letter symbols like <w>%?!\"=()[<magenta>. "
#endif
"Once it is in your inventory, you can drop it again with "
"<w>d<magenta>. Several types of objects will usually be picked up "
"automatically."
text << "You have picked up your first potion ('<w>!<magenta>'). "
"Use <w>q<magenta> to drink (quaff) it.";
text << "You have picked up your first potion"
#ifndef USE_TILE
" ('<w>!<magenta>')"
#endif
". Use <w>q<magenta> to drink (quaff) it.";
text << "You have picked up your first scroll ('<w>?<magenta>'). "
"Type <w>r<magenta> to read it.";
text << "You have picked up your first scroll"
#ifndef USE_TILE
" ('<w>?<magenta>')"
#endif
". Type <w>r<magenta> to read it.";
text << "You have picked up a book ('<w>"
<< static_cast<char>(ch)
<< "'<magenta>) that you can read by typing <w>r<magenta>. "
text << static_cast<char>(ch)
<< "'<magenta>) "
#endif
<< "that you can read by typing <w>r<magenta>. "
text << "This is the first piece of armour ('<w>[<magenta>') you've "
"picked up. Use <w>W<magenta> to wear it and <w>T<magenta> to "
"take it off again. You can view its properties with "
"<w>v<magenta>.";
text << "This is the first piece of armour "
#ifndef USE_TILE
"('<w>[<magenta>') "
#endif
"you've picked up. Use <w>W<magenta> to wear it and "
"<w>T<magenta> to take it off again. You can view its "
"properties with <w>v<magenta>.";
text << "You have picked up some food ('<w>%<magenta>'). You can eat it "
"by typing <w>e<magenta>.";
text << "You have picked up some food"
#ifndef USE_TILE
" ('<w>%<magenta>')"
#endif
". You can eat it by typing <w>e<magenta>.";
text << "You have picked up a corpse ('<w>%<magenta>'). When a corpse "
"is lying on the ground, you can <w>D<magenta>issect with a "
"sharp implement. Once hungry you can <w>e<magenta>at the "
"resulting chunks (though they may not be healthy).";
text << "You have picked up a corpse"
#ifndef USE_TILE
" ('<w>%<magenta>')"
#endif
". When a corpse is lying on the ground, you can "
"<w>D<magenta>issect with a sharp implement. Once hungry you "
"can <w>e<magenta>at the resulting chunks (though they may "
"not be healthy).";
text << "You have picked up a a piece of jewellery, either a ring "
"('<w>=<magenta>') or an amulet ('<w>\"<magenta>'). Type "
"<w>P<magenta> to put it on and <w>R<magenta> to remove it. You "
"can view it with <w>v<magenta> although often magic is "
"necessary to reveal its true nature.";
text << "You have picked up a a piece of jewellery, either a ring"
#ifndef USE_TILE
<< " ('<w>=<magenta>')"
#endif
<< " or an amulet"
#ifndef USE_TILE
<< " ('<w>\"<magenta>')"
#endif
<< ". Type <w>P<magenta> to put it on and <w>R<magenta> to remove "
"it. You can view it with <w>v<magenta> although often magic "
"is necessary to reveal its true nature.";
text << "You have picked up a magic staff or a rod, both of which are "
"represented by '<w>"
<< static_cast<char>(ch)
<< "<magenta>'. Both must be <w>w<magenta>ielded to be of use. "
text << static_cast<char>(ch)
<< "<magenta>'"
#endif
". Both must be <w>w<magenta>ielded to be of use. "
text << "The " << colour_to_tag(colour) << static_cast<char>(ch)
<< "<magenta> are some downstairs. You can enter the next (deeper) "
text << colour_to_tag(colour) << static_cast<char>(ch)
<< "<magenta> ";
#endif
text << "are some downstairs. You can enter the next (deeper) "
text << "Oops... you just triggered a trap. An unwary adventurer will "
"occasionally stumble into one of these nasty constructions "
"depicted by " << colour_to_tag(colour) << "^<magenta>. They "
"can do physical damage (with darts or needles, for example) "
"or have other, more magical effects, like teleportation.";
text << "depicted by " << colour_to_tag(colour) << "^<magenta>"
#endif
text << ". They can do physical damage (with darts or needles, for "
"example) or have other, more magical effects, like "
"teleportation.";
text << "The " << colour_to_tag(colour) << static_cast<char>(ch)
<< "<magenta> is an altar. You can get information about it by pressing "
text << colour_to_tag(colour) << static_cast<char>(ch) << "<magenta> ";
#endif
text << "is an altar. You can get information about it by pressing "
text << "The <yellow>" << stringize_glyph(get_screen_glyph(x,y))
<< "<magenta> is a shop. You can enter it by typing "
"<w><<<magenta>.";
text << "That "
#ifndef USE_TILE
"<yellow>" << stringize_glyph(get_screen_glyph(x,y))
<< "<magenta> "
#endif
"is a shop. You can enter it by typing <w><<<magenta>.";
text << "The <w>" << stringize_glyph(get_screen_glyph(x,y))
<< "<magenta> is a closed door. You can open it by walking into it. "
text << "That "
#ifndef USE_TILE
"<w>" << stringize_glyph(get_screen_glyph(x,y)) << "<magenta> "
#endif
"is a closed door. You can open it by walking into it. "