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authorJohanna Ploog <j-p-e-g@users.sourceforge.net>2010-02-25 23:52:39 +0100
committerJohanna Ploog <j-p-e-g@users.sourceforge.net>2010-02-25 23:57:12 +0100
commitf5a94fc455b37e904cf5df42c5871d073078de73 (patch)
treefaa8be0807cd14fa9693f6bf2c08e22ad6b933f6 /crawl-ref/source/tutorial.cc
parentc6849bd3c8feab840044d5d98902e868de9f9e9f (diff)
downloadcrawl-ref-f5a94fc455b37e904cf5df42c5871d073078de73.tar.gz
crawl-ref-f5a94fc455b37e904cf5df42c5871d073078de73.zip
Add a tutorial description if a monster does *not* have any resistances.
From my various tutorial games, I got the impression that if the player does as he is told and in the beginning examines any monster he comes across, he will quickly determine that all that screen shows is a fancy quote, but no real information, and thus come to the wrong conclusion that examining monsters is a waste of time. By the time he meets monsters for whom the screen does contain important information about speed or resistances, it might already be too late. We now give a special message explaining this if a monster doesn't have any stats that would be shown in the screen.
Diffstat (limited to 'crawl-ref/source/tutorial.cc')
-rw-r--r--crawl-ref/source/tutorial.cc24
1 files changed, 16 insertions, 8 deletions
diff --git a/crawl-ref/source/tutorial.cc b/crawl-ref/source/tutorial.cc
index 0a5e862362..887256ca38 100644
--- a/crawl-ref/source/tutorial.cc
+++ b/crawl-ref/source/tutorial.cc
@@ -4837,7 +4837,11 @@ bool tutorial_monster_interesting(const monsters *mons)
return (false);
}
-void tutorial_describe_monster(const monsters *mons)
+static void _tutorial_nostat_monster_desc(std::ostringstream &ostr)
+{
+}
+
+void tutorial_describe_monster(const monsters *mons, bool has_stat_desc)
{
std::ostringstream ostr;
ostr << "\n\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
@@ -4903,16 +4907,12 @@ void tutorial_describe_monster(const monsters *mons)
{
ostr << "You can easily mark its square as dangerous to avoid "
"accidentally entering into its field of view when using "
- "auto-explore or auto-travel. To do so, enter the level "
- "map with <w>X</w> and then press <w>e</w> when your "
+ "auto-explore or auto-travel. To do so, enter targeting "
+ "mode with <w>x</w> and then press <w>e</w> when your "
"cursor is hovering over the monster's grid. Doing so will "
"mark this grid and all surrounding ones within a radius "
"of 8 as \"excluded\" ones that explore or travel modus "
- "won't enter.\n";
-#ifdef USE_TILE
- ostr << "Upon returning to the main map, you'll even find all "
- "surrounding grids visibly highlighted.";
-#endif
+ "won't enter.";
}
else
{
@@ -4945,6 +4945,14 @@ void tutorial_describe_monster(const monsters *mons)
"opportunity to sneak up on this monster - or to sneak away.";
}
+ if (!dangerous && !has_stat_desc)
+ {
+ ostr << "\nThis monster doesn't appear to have any resistances or "
+ "susceptibilities. It cannot fly and is of average speed.\n"
+ "Examining other, possibly more high-level monsters can give "
+ "important clues as to how to deal with them.";
+ }
+
ostr << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
std::string broken = ostr.str();