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 monstertext += "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 itemif (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>";#endiftext += "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> ";#endiftext << "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>"#endiftext << ". 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> ";#endiftext << "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. "