v0.3.4: externalized all remaining level strings
This commit is contained in:
committed by
Evan Debenham
parent
df293c01e8
commit
36cfd31fde
@@ -68,6 +68,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.features.HighGrass;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.*;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.ShadowCaster;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.plants.BlandfruitBush;
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import com.shatteredpixel.shatteredpixeldungeon.plants.Plant;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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@@ -121,8 +122,6 @@ public abstract class Level implements Bundlable {
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protected static final float TIME_TO_RESPAWN = 50;
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private static final String TXT_HIDDEN_PLATE_CLICKS = "A hidden pressure plate clicks!";
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public static boolean resizingNeeded;
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public static int loadedMapSize;
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@@ -856,7 +855,7 @@ public abstract class Level implements Bundlable {
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switch (map[cell]) {
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case Terrain.SECRET_TRAP:
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GLog.i( TXT_HIDDEN_PLATE_CLICKS );
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GLog.i( Messages.get(Level.class, "hidden_plate") );
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case Terrain.TRAP:
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trap = traps.get( cell );
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break;
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@@ -1059,104 +1058,104 @@ public abstract class Level implements Bundlable {
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}
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switch (tile) {
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case Terrain.CHASM:
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return "Chasm";
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case Terrain.EMPTY:
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case Terrain.EMPTY_SP:
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case Terrain.EMPTY_DECO:
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case Terrain.SECRET_TRAP:
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return "Floor";
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case Terrain.GRASS:
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return "Grass";
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case Terrain.WATER:
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return "Water";
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case Terrain.WALL:
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case Terrain.WALL_DECO:
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case Terrain.SECRET_DOOR:
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return "Wall";
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case Terrain.DOOR:
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return "Closed door";
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case Terrain.OPEN_DOOR:
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return "Open door";
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case Terrain.ENTRANCE:
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return "Depth entrance";
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case Terrain.EXIT:
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return "Depth exit";
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case Terrain.EMBERS:
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return "Embers";
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case Terrain.LOCKED_DOOR:
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return "Locked door";
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case Terrain.PEDESTAL:
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return "Pedestal";
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case Terrain.BARRICADE:
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return "Barricade";
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case Terrain.HIGH_GRASS:
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return "High grass";
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case Terrain.LOCKED_EXIT:
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return "Locked depth exit";
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case Terrain.UNLOCKED_EXIT:
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return "Unlocked depth exit";
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case Terrain.SIGN:
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return "Sign";
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case Terrain.WELL:
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return "Well";
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case Terrain.EMPTY_WELL:
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return "Empty well";
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case Terrain.STATUE:
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case Terrain.STATUE_SP:
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return "Statue";
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case Terrain.INACTIVE_TRAP:
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return "Triggered trap";
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case Terrain.BOOKSHELF:
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return "Bookshelf";
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case Terrain.ALCHEMY:
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return "Alchemy pot";
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default:
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return "???";
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case Terrain.CHASM:
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return Messages.get(Level.class, "chasm_name");
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case Terrain.EMPTY:
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case Terrain.EMPTY_SP:
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case Terrain.EMPTY_DECO:
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case Terrain.SECRET_TRAP:
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return Messages.get(Level.class, "floor_name");
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case Terrain.GRASS:
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return Messages.get(Level.class, "grass_name");
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case Terrain.WATER:
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return Messages.get(Level.class, "water_name");
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case Terrain.WALL:
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case Terrain.WALL_DECO:
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case Terrain.SECRET_DOOR:
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return Messages.get(Level.class, "wall_name");
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case Terrain.DOOR:
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return Messages.get(Level.class, "closed_door_name");
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case Terrain.OPEN_DOOR:
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return Messages.get(Level.class, "open_door_name");
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case Terrain.ENTRANCE:
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return Messages.get(Level.class, "entrace_name");
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case Terrain.EXIT:
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return Messages.get(Level.class, "exit_name");
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case Terrain.EMBERS:
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return Messages.get(Level.class, "embers_name");
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case Terrain.LOCKED_DOOR:
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return Messages.get(Level.class, "locked_door_name");
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case Terrain.PEDESTAL:
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return Messages.get(Level.class, "pedestal_name");
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case Terrain.BARRICADE:
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return Messages.get(Level.class, "barricade_name");
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case Terrain.HIGH_GRASS:
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return Messages.get(Level.class, "high_grass_name");
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case Terrain.LOCKED_EXIT:
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return Messages.get(Level.class, "locked_exit_name");
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case Terrain.UNLOCKED_EXIT:
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return Messages.get(Level.class, "unlocked_exit_name");
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case Terrain.SIGN:
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return Messages.get(Level.class, "sign_name");
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case Terrain.WELL:
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return Messages.get(Level.class, "well_name");
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case Terrain.EMPTY_WELL:
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return Messages.get(Level.class, "empty_well_name");
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case Terrain.STATUE:
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case Terrain.STATUE_SP:
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return Messages.get(Level.class, "statue_name");
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case Terrain.INACTIVE_TRAP:
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return Messages.get(Level.class, "inactive_trap_name");
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case Terrain.BOOKSHELF:
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return Messages.get(Level.class, "bookshelf_name");
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case Terrain.ALCHEMY:
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return Messages.get(Level.class, "alchemy_name");
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default:
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return Messages.get(Level.class, "default_name");
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}
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}
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public String tileDesc( int tile ) {
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switch (tile) {
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case Terrain.CHASM:
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return "You can't see the bottom.";
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case Terrain.WATER:
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return "In case of burning step into the water to extinguish the fire.";
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case Terrain.ENTRANCE:
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return "Stairs lead up to the upper depth.";
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case Terrain.EXIT:
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case Terrain.UNLOCKED_EXIT:
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return "Stairs lead down to the lower depth.";
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case Terrain.EMBERS:
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return "Embers cover the floor.";
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case Terrain.HIGH_GRASS:
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return "Dense vegetation blocks the view.";
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case Terrain.LOCKED_DOOR:
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return "This door is locked, you need a matching key to unlock it.";
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case Terrain.LOCKED_EXIT:
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return "Heavy bars block the stairs leading down.";
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case Terrain.BARRICADE:
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return "The wooden barricade is firmly set but has dried over the years. Might it burn?";
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case Terrain.SIGN:
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return "You can't read the text from here.";
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case Terrain.INACTIVE_TRAP:
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return "The trap has been triggered before and it's not dangerous anymore.";
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case Terrain.STATUE:
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case Terrain.STATUE_SP:
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return "Someone wanted to adorn this place, but failed, obviously.";
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case Terrain.ALCHEMY:
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return "Drop some seeds here to cook a potion.";
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case Terrain.EMPTY_WELL:
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return "The well has run dry.";
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default:
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if (tile >= Terrain.WATER_TILES) {
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return tileDesc( Terrain.WATER );
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}
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if ((Terrain.flags[tile] & Terrain.PIT) != 0) {
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return tileDesc( Terrain.CHASM );
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}
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return "";
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case Terrain.CHASM:
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return Messages.get(Level.class, "chasm_desc");
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case Terrain.WATER:
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return Messages.get(Level.class, "water_desc");
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case Terrain.ENTRANCE:
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return Messages.get(Level.class, "entrance_desc");
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case Terrain.EXIT:
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case Terrain.UNLOCKED_EXIT:
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return Messages.get(Level.class, "exit_desc");
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case Terrain.EMBERS:
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return Messages.get(Level.class, "embers_desc");
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case Terrain.HIGH_GRASS:
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return Messages.get(Level.class, "high_grass_desc");
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case Terrain.LOCKED_DOOR:
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return Messages.get(Level.class, "locked_door_desc");
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case Terrain.LOCKED_EXIT:
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return Messages.get(Level.class, "locked_exit_desc");
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case Terrain.BARRICADE:
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return Messages.get(Level.class, "barricade_desc");
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case Terrain.SIGN:
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return Messages.get(Level.class, "sign_desc");
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case Terrain.INACTIVE_TRAP:
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return Messages.get(Level.class, "inactive_trap_desc");
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case Terrain.STATUE:
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case Terrain.STATUE_SP:
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return Messages.get(Level.class, "statue_desc");
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case Terrain.ALCHEMY:
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return Messages.get(Level.class, "alchemy_desc");
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case Terrain.EMPTY_WELL:
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return Messages.get(Level.class, "empty_well_desc");
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default:
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if (tile >= Terrain.WATER_TILES) {
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return tileDesc( Terrain.WATER );
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}
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if ((Terrain.flags[tile] & Terrain.PIT) != 0) {
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return tileDesc( Terrain.CHASM );
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}
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return Messages.get(Level.class, "default_desc");
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}
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}
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}
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