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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-29 04:25:29 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-29 04:25:29 +0000
commit070e8e31875e8f43b5cd14d2385111f3b38cb4ee (patch)
tree071251ca7c6e9432c10bddd0ba907847b07d2d9a /crawl-ref/source/tutorial.cc
parentd3bec380204bd43c7981fc3423ecfcb0f80afd12 (diff)
downloadcrawl-ref-070e8e31875e8f43b5cd14d2385111f3b38cb4ee.tar.gz
crawl-ref-070e8e31875e8f43b5cd14d2385111f3b38cb4ee.zip
Fire TUT_SEEN_TRAP when a trap is detected, in addition to when a trap
is triggered. Give info on avoid mechanical and natural traps by leviating or flying, and that natural and magical traps can't be disarmed. Give hint resting on up-stairs to make quick escape from monsters, and note that monsters can't follow up up unless they're right next to you. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5322 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tutorial.cc')
-rw-r--r--crawl-ref/source/tutorial.cc50
1 files changed, 40 insertions, 10 deletions
diff --git a/crawl-ref/source/tutorial.cc b/crawl-ref/source/tutorial.cc
index d0cfaa655e..682c2b9d7c 100644
--- a/crawl-ref/source/tutorial.cc
+++ b/crawl-ref/source/tutorial.cc
@@ -1911,9 +1911,13 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
break;
case TUT_SEEN_TRAP:
- text << "Oops... you just triggered a trap. An unwary adventurer "
- "will occasionally stumble into one of these nasty "
- "constructions";
+ if (x == you.x_pos && y == you.y_pos)
+ text << "Oops... you just triggered a trap. ";
+ else
+ text << "You just discovered a trap. ";
+
+ text << "An unwary adventurer will occasionally stumble into one "
+ "of these nasty constructions";
#ifndef USE_TILE
object = env.show[ex][ey];
colour = env.show_col[ex][ey];
@@ -2294,11 +2298,22 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
"another level or through secret doors. To find the "
"latter, search the adjacent squares of walls for one "
"turn with <w>s</w> or <w>.</w>, or for 100 turns with "
- "<w>5</w> or <w>Shift-numpad 5"
+ "<w>5</w> or <w>Shift-numpad 5</w>"
#ifdef USE_TILE
", or by clicking on the stat area"
#endif
- ".";
+ ".\n\n"
+
+ "When resting up on the next (deeper) level it's wise "
+ "to retreat to an up staircase or hatch so you can "
+ "retreat to the previous level if a monster wanders "
+ "across you. Monsters can only follow you up if they're "
+ "standing right next to you, so if they're still at least "
+ "two squares away you can flee and safely rest on the "
+ "the previous level. They'll still be there when you "
+ "go back down, though, so you'd want to go back down a "
+ "different set of stairs so they can't get the jump on "
+ "you when you return.";
}
break;
@@ -3304,14 +3319,25 @@ void tutorial_describe_feature(dungeon_feature_type feat)
"standing next to it and then pressing <w>Ctrl</w> "
"and the direction of the trap. Note that this usually "
"causes the trap to go off, so it can be quite a "
- "dangerous task.";
+ "dangerous task.\n\n"
+
+ "You can safely pass over a mechanical trap if "
+ "you're flying or leviating.";
+ }
+ else
+ {
+ ostr << "Magical traps can't be disarmed, and unlike "
+ "mechanical traps you can't avoid tripping them "
+ "by levitating or flying over them.";
}
Options.tutorial_events[TUT_SEEN_TRAP] = 0;
break;
case DNGN_TRAP_NATURAL: // only shafts for now
ostr << "The dungeon contains a number of natural obstacles such "
- "as shafts, which lead one or two levels down.";
+ "as shafts, which lead one to three levels down. They "
+ "can't be disarmed, but you can safely pass over them "
+ "if you're levitating or flying.";
Options.tutorial_events[TUT_SEEN_TRAP] = 0;
break;
@@ -3340,9 +3366,13 @@ void tutorial_describe_feature(dungeon_feature_type feat)
}
else
{
- ostr << "You can enter the previous (shallower) level by following "
- "these up (<w><<</w>). To get back to this level "
- "again, press <w>></w> while standing on the "
+ ostr << "You can enter the previous (shallower) level by "
+ "following these up (<w><<</w>). This is ideal for "
+ "retreating or fidning a safe resting spot, since the "
+ "previous level will have less monsters and monsters "
+ "on this level can't follow you up unless they're "
+ "standing right next to you. To get back to this "
+ "level again, press <w>></w> while standing on the "
"downstairs.";
#ifdef USE_TILE
ostr << " In tiles, you can perform either action simply by "