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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-13 14:19:42 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-13 14:19:42 +0000
commit1572e9c9223b1b45eada6fec2e1a82eb6950ebfd (patch)
tree722a3bd7d205b8ade2d81b39e5c68ddf77c7c099 /crawl-ref/source/player.cc
parent71c47c6d4e6a0b05f439f08dfabf6a83f481fa2f (diff)
downloadcrawl-ref-1572e9c9223b1b45eada6fec2e1a82eb6950ebfd.tar.gz
crawl-ref-1572e9c9223b1b45eada6fec2e1a82eb6950ebfd.zip
Added several new tutorial triggers including information on being caught
in a net, specific skills, magic resistance, and which stat to choose. In a given game you'll only ever see a small fraction of all tutorial events (we're at 71 now, and some of them are exclusive). In fact, a lot of the information is so generally useful (esp. on gods, skills and items) that I'm seriously considering opening up the general information (How do I use item x? What does Spellcasting do?) to a wider selection of characters. I don't think we'll want to explain the intricacies of Mummies, Ghouls, or Vampires, but a lot of this stuff even applies to them... (If we overhaul the tutorial, it's certainly not a 0.4 target, though.) Resetting the tutorial version to 8 as we somehow switched from digital version to binary and back to digital. It will take some time until we actually reach 110, and by then, I am sure the base files won't be save compatible anymore. :) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5777 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r--crawl-ref/source/player.cc19
1 files changed, 12 insertions, 7 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index f5214973fd..a8f4d8f79d 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -2186,11 +2186,13 @@ bool player_light_armour(bool with_skill)
const int arm = you.equip[EQ_BODY_ARMOUR];
if (arm == -1)
- return true;
+ return (true);
- if (with_skill &&
- property(you.inv[arm], PARM_EVASION) + you.skills[SK_ARMOUR]/3 >= 0)
- return true;
+ if (with_skill
+ && property(you.inv[arm], PARM_EVASION) + you.skills[SK_ARMOUR]/3 >= 0)
+ {
+ return (true);
+ }
return (is_light_armour(you.inv[arm]));
} // end player_light_armour()
@@ -2925,13 +2927,15 @@ void level_change(bool skip_attribute_increase)
inc_hp( 4, true );
inc_mp( 1, true );
}
- else // character has gained a new level
+ else // Character has gained a new level
{
if (you.experience_level == 27)
mprf(MSGCH_INTRINSIC_GAIN, "You have reached level 27, the final one!");
else
+ {
mprf(MSGCH_INTRINSIC_GAIN, "You have reached level %d!",
- you.experience_level );
+ you.experience_level);
+ }
if (!skip_more)
more();
@@ -3178,7 +3182,7 @@ void level_change(bool skip_attribute_increase)
case SP_WHITE_DRACONIAN:
case SP_GREEN_DRACONIAN:
case SP_YELLOW_DRACONIAN:
-/* Grey is later */
+ // Grey is handled later.
case SP_BLACK_DRACONIAN:
case SP_PURPLE_DRACONIAN:
case SP_MOTTLED_DRACONIAN:
@@ -3626,6 +3630,7 @@ static void _attribute_increase()
mpr("Your experience leads to an increase in your attributes!",
MSGCH_INTRINSIC_GAIN);
+ learned_something_new(TUT_CHOOSE_STAT);
more();
mesclr();