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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-30 00:48:43 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-30 00:48:43 +0000
commita197f7ae045a5b682bd4c2039d16c6425c35ecd5 (patch)
tree83635b17b54c05330f4f6feb3b0fe0063d0479e1 /crawl-ref/source/tutorial.cc
parent91179c38e250640d7eb30ad27a800458d36a2389 (diff)
downloadcrawl-ref-a197f7ae045a5b682bd4c2039d16c6425c35ecd5.tar.gz
crawl-ref-a197f7ae045a5b682bd4c2039d16c6425c35ecd5.zip
Another, no, scratch that: THE tutorial improvement for tiles.
Using horrific amounts of #ifdef USE_TILE etc, the tutorial texts now give different information for tiles (mouse clicks) and non-tiles (key commands). Unfortunately, while I am confident this is a vast improvement the new messages for tiles tend to be rather wordy because "clicking on the item with your left mouse button" is much verbose than "pressing 'w'". That, and most of the time I want to print the tile information *in addition* to the general commands. So, it would be helpful if someone else could go over the texts at one point - there's no need to hurry, though. Also a bit of general improvement, which is always nice. I'd somehow forgotten to include a tutorial trigger for mutations, and of course the first potion I tried was mutation. :) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3941 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tutorial.cc')
-rw-r--r--crawl-ref/source/tutorial.cc1146
1 files changed, 742 insertions, 404 deletions
diff --git a/crawl-ref/source/tutorial.cc b/crawl-ref/source/tutorial.cc
index 0b4b91092d..b5869fa12c 100644
--- a/crawl-ref/source/tutorial.cc
+++ b/crawl-ref/source/tutorial.cc
@@ -43,14 +43,14 @@
#endif
#include "view.h"
-static species_type get_tutorial_species(unsigned int type);
-static job_type get_tutorial_job(unsigned int type);
+static species_type _get_tutorial_species(unsigned int type);
+static job_type _get_tutorial_job(unsigned int type);
//#define TUTORIAL_DEBUG
#define TUTORIAL_VERSION 111
-static int get_tutorial_cols()
+static int _get_tutorial_cols()
{
#ifdef USE_TILE
return crawl_view.msgsz.x;
@@ -92,6 +92,11 @@ void init_tutorial_options()
Options.delay_message_clear = false;
Options.auto_list = true;
+
+#ifdef USE_TILE
+ // show all items in inventory
+ strncpy(Options.tile_show_items, "!?/%=([)X}+\\_.", 18);
+#endif
}
// tutorial selection screen and choice
@@ -129,8 +134,8 @@ bool pick_tutorial()
if (keyn >= 'a' && keyn <= 'a' + TUT_TYPES_NUM - 1)
{
Options.tutorial_type = keyn - 'a';
- you.species = get_tutorial_species(Options.tutorial_type);
- you.char_class = get_tutorial_job(Options.tutorial_type);
+ you.species = _get_tutorial_species(Options.tutorial_type);
+ you.char_class = _get_tutorial_job(Options.tutorial_type);
// activate all triggers
Options.tutorial_events.init(true);
@@ -204,11 +209,11 @@ void print_tutorial_menu(unsigned int type)
}
cprintf("%c - %s %s %s" EOL,
- letter, species_name(get_tutorial_species(type), 1).c_str(),
- get_class_name(get_tutorial_job(type)), desc);
+ letter, species_name(_get_tutorial_species(type), 1).c_str(),
+ get_class_name(_get_tutorial_job(type)), desc);
}
-static species_type get_tutorial_species(unsigned int type)
+static species_type _get_tutorial_species(unsigned int type)
{
switch(type)
{
@@ -224,7 +229,7 @@ static species_type get_tutorial_species(unsigned int type)
}
// TO DO: check whether job and species are compatible...
-static job_type get_tutorial_job(unsigned int type)
+static job_type _get_tutorial_job(unsigned int type)
{
switch(type)
{
@@ -240,16 +245,15 @@ static job_type get_tutorial_job(unsigned int type)
}
// the tutorial welcome screen
-static formatted_string tut_starting_info(unsigned int width)
+static formatted_string _tut_starting_info(unsigned int width)
{
std::ostringstream istr;
istr << "<white>Welcome to Dungeon Crawl!</white>" EOL EOL
- << "Your object is to lead a "
- << species_name(get_tutorial_species(Options.tutorial_type), 1)
- << " " << get_class_name(get_tutorial_job(Options.tutorial_type))
+ << "Your object is to lead a <w>"
+ << species_name(you.species, 1) << " " << you.class_name
<<
- " safely through the depths of the dungeon, retrieving the "
+ "</w> safely through the depths of the dungeon, retrieving the "
"fabled Orb of Zot and returning it to the surface. "
"In the beginning, however, let discovery be your "
"main goal. Try to delve as deeply as possible but beware; "
@@ -257,9 +261,9 @@ static formatted_string tut_starting_info(unsigned int width)
"For the moment, just remember the following keys "
"and their functions:" EOL
" <white>?\?</white> - shows the items and the commands" EOL
- " <white>S</white> - saves the game, to be resumed later "
+ " <white>S</white> - saves the game, to be resumed later "
"(but note that death is permanent)" EOL
- " <white>x</white> - examines something in your vicinity" EOL EOL
+ " <white>x</white> - examines something in your vicinity" EOL EOL
"This tutorial will help you play Crawl without reading any "
"documentation. If you feel intrigued, there is more information "
"available in these files (all of which can also be read in-game):"
@@ -275,13 +279,14 @@ static formatted_string tut_starting_info(unsigned int width)
"Press <white>Space</white> to proceed to the basics "
"(the screen division and movement)." EOL
"Press <white>Esc</white> to fast forward to the game start.";
+
std::string broken = istr.str();
linebreak_string2(broken, width);
return formatted_string::parse_block(broken);
}
#ifdef TUTORIAL_DEBUG
-static std::string tut_debug_list(int event)
+static std::string _tut_debug_list(int event)
{
switch(event)
{
@@ -384,13 +389,13 @@ static std::string tut_debug_list(int event)
}
}
-static formatted_string tutorial_debug()
+static formatted_string _tutorial_debug()
{
std::string result;
bool lbreak = false;
snprintf(info, INFO_SIZE, "Tutorial Debug Screen");
- int i = get_tutorial_cols()/2-1 - strlen(info) / 2;
+ int i = _get_tutorial_cols()/2-1 - strlen(info) / 2;
result += std::string(i, ' ');
result += "<white>";
result += info;
@@ -400,18 +405,18 @@ static formatted_string tutorial_debug()
for (i=0; i < TUT_EVENTS_NUM; i++)
{
snprintf(info, INFO_SIZE, "%d: %d (%s)",
- i, Options.tutorial_events[i], tut_debug_list(i).c_str());
+ i, Options.tutorial_events[i], _tut_debug_list(i).c_str());
result += info;
// break text into 2 columns where possible
- if (strlen(info) >= get_tutorial_cols()/2 || lbreak)
+ if (strlen(info) >= _get_tutorial_cols()/2 || lbreak)
{
result += EOL;
lbreak = false;
}
else
{
- result += std::string(get_tutorial_cols()/2-1 - strlen(info), ' ');
+ result += std::string(_get_tutorial_cols()/2-1 - strlen(info), ' ');
lbreak = true;
}
}
@@ -421,9 +426,8 @@ static formatted_string tutorial_debug()
result += info;
result += EOL;
- snprintf(info, INFO_SIZE, "You are a %s %s, and the tutorial will reflect that.",
- species_name(get_tutorial_species(Options.tutorial_type), 1),
- get_class_name(get_tutorial_job(Options.tutorial_type)));
+ snprintf(info, INFO_SIZE, "You are a %s %s, and the tutorial will reflect "
+ "that.", species_name(you.species, 1), you.class_name);
result += info;
@@ -432,15 +436,15 @@ static formatted_string tutorial_debug()
#endif // debug
#ifndef USE_TILE
-static formatted_string tutorial_map_intro()
+static formatted_string _tutorial_map_intro()
{
std::string result;
result = "<";
result += colour_to_str(channel_to_colour(MSGCH_TUTORIAL));
result += ">";
- result += "What you see here is the typical Crawl screen. The upper left map "
- "shows your hero as the <w>@</w> in the center. The parts "
+ result += "What you see here is the typical Crawl screen. The upper left "
+ "map shows your hero as the <w>@</w> in the center. The parts "
"of the map you remember but cannot currently see will be greyed "
"out.";
result += "</";
@@ -448,11 +452,11 @@ static formatted_string tutorial_map_intro()
result += ">" EOL;
result += " --more-- Press <white>Escape</white> to skip the basics";
- linebreak_string2(result,get_tutorial_cols());
+ linebreak_string2(result, _get_tutorial_cols());
return formatted_string::parse_block(result, false);
}
-static formatted_string tutorial_stats_intro()
+static formatted_string _tutorial_stats_intro()
{
std::ostringstream istr;
@@ -488,38 +492,42 @@ static formatted_string tutorial_stats_intro()
return formatted_string::parse_block(istr.str(), false);
}
+#endif
-static formatted_string tutorial_message_intro()
+static void _tutorial_message_intro()
{
std::string result;
- result = "<";
- result += colour_to_str(channel_to_colour(MSGCH_TUTORIAL));
- result += ">";
- result += "This lower part of the screen is reserved for messages. Everything "
- "related to the tutorial is shown in this colour. If you missed "
- "something, previous messages can be read again with "
- "<w>Ctrl-P</w>.";
- result += "</";
- result += colour_to_str(channel_to_colour(MSGCH_TUTORIAL));
- result += ">" EOL;
+ result = "This lower part of the screen is reserved for messages. "
+ "Everything related to the tutorial is shown in this colour. If "
+ "you missed something, previous messages can be read again with "
+ "<w>Ctrl-P</w>"
+#ifdef USE_TILE
+ " or by clicking into the message area"
+#endif
+ "." EOL;
result += " --more-- Press <w>Escape</w> to skip the basics";
- linebreak_string2(result,get_tutorial_cols());
- return formatted_string::parse_block(result, false);
+ mesclr();
+ formatted_message_history(result, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
}
-#endif
-static void tutorial_movement_info()
+static void _tutorial_movement_info()
{
std::string text =
"To move your character, use the numpad; try Numlock both on and off. "
"If your system has no number pad, or if you are familiar with the vi "
- "keys, movement is also possible with <w>hjklyubn</w>. A basic "
- "command list can be found under <w>?\?</w>, and the most "
+ "keys, movement is also possible with <w>hjklyubn</w>. "
+#ifdef USE_TILE
+ "You can also move by clicking somewhere on the map. If this is "
+ "considered safe, i.e. there are no monsters around, you'll move "
+ "towards the chosen square."
+#endif
+ EOL
+ "A basic command list can be found under <w>?\?</w>, and the most "
"important commands will be explained to you as it becomes necessary.";
mesclr();
- formatted_message_history(text, MSGCH_TUTORIAL, 0, get_tutorial_cols());
+ formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
}
// copied from display_mutations and adapted
@@ -530,11 +538,12 @@ void tut_starting_screen()
#endif
int MAX_INFO = 4;
#ifdef TUTORIAL_DEBUG
- MAX_INFO++;
+ MAX_INFO = 5; // add tutorial_debug
#endif
char ch;
- for (int i=0; i<=MAX_INFO; i++)
+ int i;
+ for (i = 0; i <= MAX_INFO; i++)
{
#ifndef USE_TILE
// map window (starts at 1) or message window (starts at 18)
@@ -545,21 +554,29 @@ void tut_starting_screen()
if (i==0)
clrscr();
+ int width = _get_tutorial_cols();
+#ifdef USE_TILE
+ // use a more sensible screen width
+ if (width < 80 && width < crawl_view.msgsz.x + crawl_view.hudsz.x)
+ width = crawl_view.msgsz.x + crawl_view.hudsz.x;
+ if (width > 80)
+ width = 80;
+#endif
if (i==0)
- tut_starting_info(get_tutorial_cols()).display();
+ _tut_starting_info(width).display();
#ifdef USE_TILE
- else if (i > 0 && i < 4)
+ else if (i > 0 && i < 3)
continue;
#else
else if (i==1)
- tutorial_map_intro().display();
+ _tutorial_map_intro().display();
else if (i==2)
- tutorial_stats_intro().display();
- else if (i==3)
- tutorial_message_intro().display();
+ _tutorial_stats_intro().display();
#endif
+ else if (i==3)
+ _tutorial_message_intro();
else if (i==4)
- tutorial_movement_info();
+ _tutorial_movement_info();
else
{
#ifdef TUTORIAL_DEBUG
@@ -567,17 +584,24 @@ void tut_starting_screen()
#ifndef USE_TILE
cgotoxy(1,y_pos);
#endif
- tutorial_debug().display();
+ _tutorial_debug().display();
#else
continue;
#endif
}
- ch = c_getch();
- redraw_screen();
- if (ch == ESCAPE)
- break;
+ if (i < MAX_INFO)
+ {
+ ch = c_getch();
+ redraw_screen();
+ if (ch == ESCAPE)
+ break;
+ }
}
+ if (i >= MAX_INFO)
+ more();
+
+ mesclr();
}
// once a tutorial character dies, offer some playing hints
@@ -588,8 +612,11 @@ void tutorial_death_screen()
mpr( "Condolences! Your character's premature death is a sad, but "
"common occurence in Crawl. Rest assured that with diligence and "
- "playing experience your characters will last longer.", MSGCH_TUTORIAL);
- mpr( "Perhaps the following advice can improve your playing style:", MSGCH_TUTORIAL);
+ "playing experience your characters will last longer.",
+ MSGCH_TUTORIAL);
+
+ mpr( "Perhaps the following advice can improve your playing style:",
+ MSGCH_TUTORIAL);
more();
if (Options.tutorial_type == TUT_MAGIC_CHAR
@@ -598,19 +625,17 @@ void tutorial_death_screen()
text = "As a Conjurer your main weapon should be offensive magic. Cast "
"spells more often! Remember to rest when your Magic is low.";
}
- else if (Options.tutorial_type == TUT_BERSERK_CHAR && you.religion == GOD_TROG
- && Options.tut_berserk_counter <= 3 )
+ else if (you.religion == GOD_TROG && Options.tut_berserk_counter <= 3 )
{
- text = "Don't forget to go berserk when fighting particularly "
- "difficult foes. It is risky, but makes you faster "
- "and beefier.";
+ text = "Don't forget to go berserk when fighting particularly "
+ "difficult foes. It is risky, but makes you faster and beefier.";
}
else if (Options.tutorial_type == TUT_RANGER_CHAR
&& 2*Options.tut_throw_counter < Options.tut_melee_counter )
{
- text = "Your bow and arrows are extremely powerful against "
- "distant monsters. Be sure to collect all arrows lying "
- "around in the dungeon.";
+ text = "Your bow and arrows are extremely powerful against distant "
+ "monsters. Be sure to collect all arrows lying around in the "
+ "dungeon.";
}
else
{
@@ -629,40 +654,52 @@ void tutorial_death_screen()
text = "Always consider using projectiles, wands or spells before "
"engaging monsters in close combat.";
break;
+
case 1:
- text = "Learn when to run away from things you can't handle - this is "
- "important! It is often wise to skip a particularly dangerous "
- "level. But don't overdo this as monsters will only get harder "
- "the deeper you delve.";
+ text = "Learn when to run away from things you can't handle - this "
+ "is important! It is often wise to skip a particularly "
+ "dangerous level. But don't overdo this as monsters will "
+ "only get harder the deeper you delve.";
break;
+
case 2:
- text = "Rest between encounters. In Crawl, searching and resting are "
- "one and the same. To search for one turn, press <w>s</w>, "
- "<w>.</w>, <w>delete</w> or <w>keypad-5</w>. "
- "Pressing <w>5</w> or <w>shift-and-keypad-5</w> will "
- "let you rest for a longer time (you will stop resting when "
- "fully healed).";
+ text = "Rest between encounters. In Crawl, searching and resting "
+ "are one and the same. To search for one turn, press "
+ "<w>s</w>, <w>.</w>, <w>delete</w> or <w>keypad-5</w>. "
+ "Pressing <w>5</w> or <w>shift-and-keypad-5</w> "
+#ifdef USE_TILE
+ ", or clicking into the stat area "
+#endif
+ "will let you rest for a longer time (you will stop resting "
+ "after 100 turns, or when fully healed).";
break;
+
case 3:
- text = "Remember to use those scrolls, potions or wands you've found. "
- "Very often, you cannot expect to identify everything with the "
- "scroll only. Learn to improvise: identify through usage.";
+ text = "Remember to use those scrolls, potions or wands you've "
+ "found. Very often, you cannot expect to identify "
+ "everything with the scroll only. Learn to improvise: "
+ "identify through usage.";
break;
+
case 4:
- text = "If a particular encounter feels overwhelming don't forget to "
- "use emergency items early on. A scroll of teleportation or a "
- "potion of speed can really save your bacon.";
+ text = "If a particular encounter feels overwhelming don't "
+ "forget to use emergency items early on. A scroll of "
+ "teleportation or a potion of speed can really save your "
+ "bacon.";
break;
+
case 5:
- text = "Never fight more than one monster, if you can help it. Always "
- "back into a corridor so that they are forced to fight you one "
- "on one.";
+ text = "Never fight more than one monster, if you can help it. "
+ "Always back into a corridor so that they are forced to "
+ "fight you one on one.";
break;
+
default:
- text = "Sorry, no hint this time, though there should have been one.";
+ text = "Sorry, no hint this time, though there should have been "
+ "one.";
}
}
- formatted_message_history(text, MSGCH_TUTORIAL, 0, get_tutorial_cols());
+ formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
more();
mpr( "See you next game!", MSGCH_TUTORIAL);
@@ -678,11 +715,12 @@ void tutorial_finished()
std::string text;
Options.tutorial_left = 0;
- text = "Congrats! You survived until the end of this tutorial - be sure to "
- "try the other ones as well. Note that the help screen (<w>?\?</w>) "
- "will look different from now on. Here's a last playing hint:";
+ text = "Congrats! You survived until the end of this tutorial - be sure "
+ "to try the other ones as well. Note that the help screen "
+ "(<w>?\?</w>) will look very different from now on. Here's a last "
+ "playing hint:";
- formatted_message_history(text, MSGCH_TUTORIAL, 0, get_tutorial_cols());
+ formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
more();
if (Options.tut_explored)
@@ -704,8 +742,8 @@ void tutorial_finished()
text = "You can search among all items existing in the dungeon with "
"the <w>Ctrl-F</w> command. For example, "
"<w>Ctrl-F \"knife\"</w> will list all knives. You can then "
- "travel to one of the spots. It is even possible to enter words "
- "like <w>\"shop\"</w> or <w>\"altar\"</w>.";
+ "travel to one of the spots. It is even possible to enter "
+ "words like <w>\"shop\"</w> or <w>\"altar\"</w>.";
}
else
{
@@ -713,34 +751,38 @@ void tutorial_finished()
switch (hint)
{
case 0:
- text = "The game keeps an automated logbook for your characters. Use "
- "<w>?:</w> to read it. You can enter notes manually with "
- "the <w>:</w> command. Once your character perishes, two "
- "morgue files are left in the <w>/morgue</w> directory. "
- "The one ending in .txt contains a copy of your logbook. "
- "During play, you can create a dump file with <w>#</w>.";
+ text = "The game keeps an automated logbook for your characters. "
+ "Use <w>?:</w> to read it. You can enter notes manually "
+ "with the <w>:</w> command. Once your character perishes, "
+ "two morgue files are left in the <w>/morgue</w> "
+ "directory. The one ending in .txt contains a copy of "
+ "your logbook. During play, you can create a dump file "
+ "with <w>#</w>.";
break;
+
case 1:
- text = "Crawl has a macro function built in: press <w>~m</w> "
- "to define a macro by first specifying a trigger key (say, "
- "<w>F1</w>) and a command sequence, for example "
- "<w>za+.</w>. The latter will make the <w>F1</w> "
- "key always zap the spell in slot a at the nearest monster. "
- "For more information on macros, type <w>?~</w>.";
+ text = "Crawl has a macro function built in: press <w>~m</w> "
+ "to define a macro by first specifying a trigger key "
+ "(say, <w>F1</w>) and a command sequence, for example "
+ "<w>za+.</w>. The latter will make the <w>F1</w> "
+ "key always zap the spell in slot a at the nearest "
+ "monster. For more information on macros, type <w>?~</w>.";
break;
+
case 2:
- text = "The interface can be greatly customised. All options are "
- "explained in the file <w>options_guide.txt</w> which "
- "can be found in the <w>docs</w> directory. The "
- "options themselves are set in <w>init.txt</w> or "
- "<w>.crawlrc</w>. Crawl will complain if it can't "
- "find either file.\n";
+ text = "The interface can be greatly customised. All options are "
+ "explained in the file <w>options_guide.txt</w> which "
+ "can be found in the <w>docs</w> directory. The options "
+ "themselves are set in <w>init.txt</w> or "
+ "<w>.crawlrc</w>. Crawl will complain if it can't find "
+ "either file.";
break;
+
default:
text = "Oops... No hint for now. Better luck next time!";
}
}
- formatted_message_history(text, MSGCH_TUTORIAL, 0, get_tutorial_cols());
+ formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
more();
Options.tutorial_events.init(false);
@@ -769,13 +811,14 @@ void tutorial_dissection_reminder(bool healthy)
Options.tut_just_triggered = true;
std::string text;
- text += "If you don't want to eat it, consider <w>c</w>hopping "
- "this corpse under <w>p</w>rayer as a sacrifice to ";
+ text += "If you don't want to eat it, consider <w>c</w>hopping this "
+ "corpse up under <w>p</w>rayer as a sacrifice to ";
text += god_name(you.religion);
- text += ". Whenever you view a corpse while in tutorial mode "
- "you can reread this information.";
+ text += ". Whenever you view a corpse while in tutorial mode you can "
+ "reread this information.";
- formatted_message_history(text, MSGCH_TUTORIAL, 0, get_tutorial_cols());
+ formatted_message_history(text, MSGCH_TUTORIAL, 0,
+ _get_tutorial_cols());
if (is_resting())
stop_running();
@@ -807,17 +850,23 @@ void tutorial_healing_reminder()
std::string text;
text = "Remember to rest between fights and to enter unexplored "
- "terrain with full hitpoints and magic. For resting, "
- "press <w>5</w> or <w>Shift-numpad 5</w>.";
+ "terrain with full hitpoints and magic. For resting, press "
+ "<w>5</w> or <w>Shift-numpad 5</w>"
+#ifdef USE_TILE
+ ", or click on the stat area with your mouse"
+#endif
+ ".";
if (you.religion == GOD_TROG && !you.duration[DUR_BERSERKER]
- && !you.duration[DUR_EXHAUSTED] && you.hunger_state >= HS_SATIATED)
+ && !you.duration[DUR_EXHAUSTED]
+ && you.hunger_state >= HS_SATIATED)
{
text += "\nAlso, berserking might help you not to lose so many "
"hitpoints in the first place. To use your abilities type "
"<w>a</w>.";
}
- formatted_message_history(text, MSGCH_TUTORIAL, 0, get_tutorial_cols());
+ formatted_message_history(text, MSGCH_TUTORIAL, 0,
+ _get_tutorial_cols());
if (is_resting())
stop_running();
@@ -875,7 +924,7 @@ void taken_new_item(unsigned char item_type)
// As safely as possible, colourize the passed glyph.
// Handles quoting "<", MBCS-ing unicode, and
// making DEC characters safe if not properly printable.
-static std::string colourize_glyph(int col, unsigned glyph)
+static std::string _colourize_glyph(int col, unsigned glyph)
{
std::string colour_str = colour_to_str(col);
std::ostringstream text;
@@ -889,7 +938,7 @@ static std::string colourize_glyph(int col, unsigned glyph)
}
#endif
-static bool mons_is_highlighted(const monsters *mons)
+static bool _mons_is_highlighted(const monsters *mons)
{
return (mons_friendly(mons)
&& Options.friend_brand != CHATTR_NORMAL
@@ -907,59 +956,88 @@ void tutorial_first_monster(const monsters &mon)
// crude hack:
// if the first monster is sleeping wake it
// (highlighting is an unnecessary complication)
- if (mons_is_highlighted(&mon))
+ if (_mons_is_highlighted(&mon))
{
noisy(1, mon.x, mon.y);
viewwindow(true, false);
}
+ stop_running();
+
Options.tutorial_events[TUT_SEEN_MONSTER] = 0;
Options.tutorial_left--;
Options.tut_just_triggered = true;
std::string text = "That ";
-#ifndef USE_TILE
- unsigned ch;
- unsigned short col;
- get_mons_glyph(&mon, &ch, &col);
-
- text += colourize_glyph(col, ch);
- text += " is a monster, usually depicted by a letter. Some typical "
- "early monsters look like <brown>r</brown>, <green>l</green>, "
- "<brown>K</brown> or <lightgrey>g</lightgrey>. "
-#else
+#ifdef USE_TILE
// need to highlight monster
const coord_def ep = grid2view(coord_def(mon.x, mon.y));
tile_place_cursor(ep.x-1,ep.y-1,true);
text += "monster is a ";
text += mon.name(DESC_PLAIN).c_str();
- text += ". Examples for typical early monsters are: rat, "
- "giant newt, kobold and goblin. "
+ text += ". Examples for typical early monsters are rats, giant newts, "
+ "kobolds, or goblins. You can gain information about any monster "
+ "by hovering your mouse over its tile, and read the monster "
+ "description by clicking on it with your <w>right mouse button</w>."
+#else
+ unsigned ch;
+ unsigned short col;
+ get_mons_glyph(&mon, &ch, &col);
+
+ text += _colourize_glyph(col, ch);
+ text += " is a monster, usually depicted by a letter. Some typical "
+ "early monsters look like <brown>r</brown>, <green>l</green>, "
+ "<brown>K</brown> or <lightgrey>g</lightgrey>. ";
+
+ if (crawl_view.mlistsz.y > 0)
+ {
+ text += "Your console settings allowing, you'll always see a "
+ "list of monsters somewhere on the screen." EOL;
+ }
+ text += "You can gain information about it by pressing <w>x</w> and "
+ "moving the cursor on the monster, and read the monster "
+ "description by then pressing <w>v</w>. "
#endif
- "You can gain information about it by pressing <w>x</w> and "
- "moving the cursor on the monster."
"\nTo attack this monster with your wielded weapon, just move into "
- "it.";
+ "it. ";
+#ifdef USE_TILE
+ text += "Note that as long as there's a non-friendly monster in view you "
+ "won't be able to automatically move to distant squares, to avoid "
+ "death by misclicking.";
+#endif
- formatted_message_history(text, MSGCH_TUTORIAL, 0, get_tutorial_cols());
+ formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
if (Options.tutorial_type == TUT_RANGER_CHAR)
{
text = "However, as a hunter you will want to deal with it using your "
- "bow. If you have a look at your bow from your <w>i</w>nventory, "
- "you'll find an explanation of how to do this. First "
- "<w>w</w>ield it, then follow the instructions.";
+ "bow. If you have a look at your bow from your "
+ "<w>i</w>nventory, you'll find an explanation of how to do "
+ "this. First <w>w</w>ield it, then follow the instructions.";
- formatted_message_history(text, MSGCH_TUTORIAL, 0, get_tutorial_cols());
+#ifdef USE_TILE
+ text += EOL "As a short-cut you can also <w>right-click</w> on your "
+ "bow to read its description, and <w>left-click</w> to wield "
+ "it.";
+#endif
+
+ formatted_message_history(text, MSGCH_TUTORIAL, 0,
+ _get_tutorial_cols());
}
else if (Options.tutorial_type == TUT_MAGIC_CHAR)
{
- text = "However, as a conjurer you will want to deal with it using magic. "
- "If you have a look at your spellbook from your <w>i</w>nventory, "
- "you'll find an explanation of how to do this.";
+ text = "However, as a conjurer you will want to deal with it using "
+ "magic. If you have a look at your spellbook from your "
+ "<w>i</w>nventory, you'll find an explanation of how to do "
+ "this.";
- formatted_message_history(text, MSGCH_TUTORIAL, 0, get_tutorial_cols());
+#ifdef USE_TILE
+ text += EOL "As a short-cut you can also <w>right-click</w> on your "
+ "book in your inventory to read its description.";
+#endif
+ formatted_message_history(text, MSGCH_TUTORIAL, 0,
+ _get_tutorial_cols());
}
}
@@ -975,6 +1053,8 @@ void tutorial_first_item(const item_def &item)
if (mgrd[item.x][item.y] != NON_MONSTER)
return;
+ stop_running();
+
Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] = 0;
Options.tutorial_left--;
Options.tut_just_triggered = true;
@@ -985,7 +1065,7 @@ void tutorial_first_item(const item_def &item)
unsigned short col;
get_item_glyph(&item, &ch, &col);
- text += colourize_glyph(col, ch);
+ text += _colourize_glyph(col, ch);
text += " ";
#else
// highlight item
@@ -995,16 +1075,28 @@ void tutorial_first_item(const item_def &item)
text += "is an item. If you move there and press <w>g</w> or "
"<w>,</w> you will pick it up. "
#ifndef USE_TILE
- "Generally, items are shown by "
- "non-letter symbols like <w>%?!\"=()[</w>. "
+ "Generally, items are shown by non-letter symbols like "
+ "<w>%?!\"=()[</w>. "
+#else
+ "You can also pick up an item by clicking on your <w>left mouse "
+ "button</w> while standing on its square. "
#endif
+ "Also, several types of objects will usually be picked up "
+ "automatically. " EOL
"Once it is in your inventory, you can drop it again with "
- "<w>d</w>. Several types of objects will usually be picked up "
- "automatically."
- "\nAny time you look at an item in your <w>i</w>nventory, you can "
- "read about its properties and description.";
-
- formatted_message_history(text, MSGCH_TUTORIAL, 0, get_tutorial_cols());
+#ifdef USE_TILE
+ "a <w>left mouse click</w> while pressing the <w>Shift key</w>. "
+ "Whenever you <w>right-click</w> on an item in your inventory"
+#else
+ "<w>d</w>. Any time you look at an item in your <w>i</w>nventory"
+#endif
+ ", you can read about its properties and its description.";
+
+ formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
+// force more() to highlight this item
+#ifdef USE_TILE
+ more();
+#endif
}
// Here most of the tutorial messages for various triggers are handled.
@@ -1039,46 +1131,58 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
case TUT_SEEN_POTION:
text << "You have picked up your first potion"
#ifndef USE_TILE
- " ('<w>!</w>')"
+ " ('<w>!</w>'). Use "
+#else
+ ". Simply click on it with your <w>left mouse button</w>, or "
+ "press "
#endif
- ". Use <w>q</w> to drink (quaff) it.";
+ "<w>q</w> to quaff it.";
break;
case TUT_SEEN_SCROLL:
text << "You have picked up your first scroll"
#ifndef USE_TILE
- " ('<w>?</w>')"
+ " ('<w>?</w>'). Type "
+#else
+ ". Simply click on it with your <w>left mouse button</w>, or "
+ "type "
#endif
- ". Type <w>r</w> to read it.";
+ "<w>r</w> to read it.";
break;
case TUT_SEEN_WAND:
text << "You have picked up your first wand"
#ifndef USE_TILE
- " ('<w>/</w>')"
+ " ('<w>/</w>'). Type"
+#else
+ ". Simply click on it with your <w>left mouse button</w>, or "
+ "type "
#endif
- ". Type <w>Z</w> to zap it.";
+ "<w>Z</w> to zap it.";
break;
case TUT_SEEN_SPBOOK:
- text << "You have picked up a book "
+ text << "You have picked up a book ";
#ifndef USE_TILE
- "('<w>";
+ text << "('<w>";
+
get_item_symbol(DNGN_ITEM_BOOK, &ch, &colour);
text << static_cast<char>(ch)
<< "'</w>) "
-#endif
<< "that you can read by typing <w>r</w>. "
- "If it's a spellbook you'll then be able to memorise "
- "spells via <w>M</w> and cast a memorised spell with "
- "<w>z</w>.";
+ "If it's a spellbook you'll then be able to memorise spells "
+ "via <w>M</w> and cast a memorised spell with <w>z</w>.";
+#else
+ text << ". You can read it doing a <w>right click</w> with your "
+ "mouse, and memorise spells with a <w>left click</w>. ";
+#endif
if (you.religion == GOD_TROG)
{
text << "\nAs a worshipper of "
<< god_name(GOD_TROG)
- << ", though, you might instead wish to burn those tomes of "
- "hated magic by using the corresponding "
+ << ", though, you might instead wish to burn those tomes "
+ "of hated magic by using the corresponding "
"<w>a</w>bility.";
}
else if (!you.skills[SK_SPELLCASTING])
@@ -1087,8 +1191,13 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
"spellcasting by reading lots of scrolls.";
}
text << "\nDuring the tutorial you can reread this information at "
- "any time by having a look in your <w>i</w>nventory at the "
- "item in question.";
+ "any time by "
+#ifndef USE_TILE
+ "having a look in your <w>i</w>nventory at the item in "
+ "question.";
+#else
+ "clicking on it with your <w>right mouse button</w>.";
+#endif
break;
case TUT_SEEN_WEAPON:
@@ -1096,8 +1205,11 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
#ifndef USE_TILE
"('<w>(</w>') "
#endif
- "you've picked up. "
- "Use <w>w</w> to wield it, but be aware that this weapon "
+ "you've picked up. Use <w>w</w> "
+#ifdef USE_TILE
+ "or click on it with your <w>left mouse button</w> "
+#endif
+ "to wield it, but be aware that this weapon "
"might train a different skill from your current one. You can "
"view the weapon's properties from your <w>i</w>nventory.";
@@ -1109,28 +1221,36 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
break;
case TUT_SEEN_MISSILES:
- text << "This is the first stack of missiles ('<w>)</w>') you've "
- "picked up. Darts can be thrown by hand, but other missile types "
- "like arrows and needles require a launcher and training in "
- "using it to be really effective. Selecting the item in your "
- "<w>i</w>nventory gives more information about both missiles "
- "and launcher.";
+ text << "This is the first stack of missiles "
+#ifndef USE_TILE
+ "('<w>)</w>') "
+#endif
+ "you've picked up. Darts can be thrown by hand, but other "
+ "missile types like arrows and needles require a launcher "
+ "and training in using it to be really effective. "
+#ifdef USE_TILE
+ "<w>Right-clicking</w> on "
+#else
+ "Selecting "
+#endif
+ "the item in your <w>i</w>nventory will give more "
+ "information about both missiles and launcher.";
if (Options.tutorial_type == TUT_RANGER_CHAR)
{
- text << "\nAs you're already trained in Bows you should stick with "
- "arrows and collect more of them in the dungeon.";
+ text << "\nAs you're already trained in Bows you should stick"
+ " with arrows and collect more of them in the dungeon.";
}
else if (Options.tutorial_type == TUT_MAGIC_CHAR)
{
- text << "\nHowever, as a spellslinger you don't really need another "
- "type of ranged attack, unless there's another effect in "
- "addition to damage.";
+ text << "\nHowever, as a spellslinger you don't really need "
+ "another type of ranged attack, unless there's another "
+ "effect in addition to damage.";
}
else
{
- text << "\nFor now you might be best off with sticking to darts or "
- "stones for ranged attacks.";
+ text << "\nFor now you might be best off with sticking to darts "
+ "or stones for ranged attacks.";
}
break;
@@ -1139,9 +1259,15 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
#ifndef USE_TILE
"('<w>[</w>') "
#endif
- "you've picked up. Use <w>W</w> to wear it and "
- "<w>T</w> to take it off again. You can view its "
- "properties from your <w>i</w>nventory.";
+ "you've picked up. "
+#ifdef USE_TILE
+ "You can click on it to wear it, and click a second time to "
+ "take it off again. Doing a <w>right mouse click</w> will "
+ "show you its properties.";
+#else
+ "Use <w>W</w> to wear it and <w>T</w> to take it off again. "
+ "You can view its properties from your <w>i</w>nventory.";
+#endif
if (you.species == SP_CENTAUR || you.species == SP_MINOTAUR)
{
@@ -1163,7 +1289,11 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
#ifndef USE_TILE
" ('<w>%</w>')"
#endif
- ". You can eat it by typing <w>e</w>.";
+ ". You can eat it by typing <w>e</w>"
+#ifdef USE_TILE
+ " or by clicking on it with your <w>left mouse button</w> "
+#endif
+ ".";
break;
case TUT_SEEN_CARRION:
@@ -1180,8 +1310,8 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
{
text << " During prayer you can offer corpses to "
<< god_name(you.religion)
- << " by chopping them, as well. Note that the gods will not "
- << "accept rotting flesh.";
+ << " by chopping them up, as well. Note that the gods will "
+ << "not accept rotting flesh.";
}
text << "\nDuring the tutorial you can reread this information at "
"any time by selecting the item in question in your "
@@ -1196,17 +1326,29 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
<< " or an amulet"
#ifndef USE_TILE
<< " ('<w>\"</w>')"
-#endif
<< ". Type <w>P</w> to put it on and <w>R</w> to remove "
- "it. You can view its properties from your <w>i</w>nventory, "
- "although often magic is necessary to reveal its true nature.";
- break;
+ "it. You can view its properties from your <w>i</w>nventory"
+#else
+ << ". You can click on it to put it on, and click a second time "
+ "remove it off again. By clicking on it with your <w>right "
+ "mouse button</w> you can view its properties"
+#endif
+ << ", though often magic is necessary to reveal its true "
+ "nature.";
+
+ break;
case TUT_SEEN_MISC:
- text << "This is a curious object indeed. You can play around with it "
- "to find out what it does by <w>w</w>ielding and "
- "e<w>v</w>oking it. As usually, selecting it from your "
- "<w>i</w>nventory might give you more information.";
+ text << "This is a curious object indeed. You can play around with "
+ "it to find out what it does by "
+#ifdef USE_TILE
+ "clicking on it once to <w>w</w>ield it, and a second time "
+ "to e<w>v</w>oke "
+#else
+ "<w>w</w>ielding and e<w>v</w>oking "
+#endif
+ "it. As usually, selecting it from your <w>i</w>nventory "
+ "might give you more information.";
break;
case TUT_SEEN_STAFF:
@@ -1218,11 +1360,15 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
<< "</w>'"
#endif
". Both must be <w>w</w>ielded to be of use. "
- "Magicians use staves to increase their power in certain spell "
- "schools. By contrast, a rod allows the casting of certain "
- "spells even without magic knowledge simply by "
+ "Magicians use staves to increase their power in certain "
+ "spell schools. By contrast, a rod allows the casting of "
+ "certain spells even without magic knowledge simply by "
"e<w>v</w>oking it. For the latter the power depends on "
"your Evocations skill.";
+#ifdef USE_TILE
+ text << "Both wielding, and evoking a wielded item can be achieved "
+ "by clicking on it with your <w>left mouse button</w>.";
+#endif
text << "\nDuring the tutorial you can reread this information at "
"any time by selecting the item in question in your "
"<w>i</w>nventory.";
@@ -1243,7 +1389,7 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
colour = env.show_col[ex][ey];
{ unsigned short dummy; get_item_symbol( object, &ch, &dummy ); }
- text << colourize_glyph(colour, ch) << " ";
+ text << _colourize_glyph(colour, ch) << " ";
#else
tile_place_cursor(ep.x-1,ep.y-1,true);
#endif
@@ -1251,7 +1397,11 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
"level by following them down (<w>></w>). To get back to "
"this level again, press <w><<</w> while standing on the "
"upstairs.";
-
+#ifdef USE_TILE
+ text << "\nAlternatively, clicking on your <w>left mouse button</w> "
+ "while pressing the <w>Shift key</w> will let you follow any "
+ "stairs you're standing on.";
+#endif
break;
case TUT_SEEN_ESCAPE_HATCH:
@@ -1264,19 +1414,25 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
colour = env.show_col[ex][ey];
get_item_symbol( object, &ch, &colour );
- text << colourize_glyph(colour, ch);
+ text << _colourize_glyph(colour, ch);
text << " ";
#else
tile_place_cursor(ep.x-1,ep.y-1,true);
#endif
text << "are some kind of escape hatch. You can use them to "
"quickly leave a level with <w><<</w> and <w>></w>, "
- "respectively, but will usually be unable to return right away.";
+ "respectively "
+#ifdef USE_TILE
+ "(or by using your <w>left mouse button</w> in combination "
+ "with the <w>Shift key</w>)"
+#endif
+ ", but will usually be unable to return right away.";
break;
case TUT_SEEN_TRAP:
- text << "Oops... you just triggered a trap. An unwary adventurer will "
- "occasionally stumble into one of these nasty constructions";
+ text << "Oops... you just triggered a trap. 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];
@@ -1284,7 +1440,7 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
if (ch == ' ' || colour == BLACK)
colour = LIGHTCYAN;
- text << " depicted by " << colourize_glyph(colour, '^');
+ text << " depicted by " << _colourize_glyph(colour, '^');
#endif
text << ". They can do physical damage (with darts or needles, for "
"example) or have other, more magical effects, like "
@@ -1297,7 +1453,7 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
object = env.show[ex][ey];
colour = env.show_col[ex][ey];
get_item_symbol( object, &ch, &colour );
- text << colourize_glyph(colour, ch) << " ";
+ text << _colourize_glyph(colour, ch) << " ";
#else
tile_place_cursor(ep.x-1,ep.y-1,true);
#endif
@@ -1312,9 +1468,14 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
#endif
text << "That "
#ifndef USE_TILE
- << colourize_glyph(YELLOW, get_screen_glyph(x,y)) << " "
+ << _colourize_glyph(YELLOW, get_screen_glyph(x,y)) << " "
+#endif
+ "is a shop. You can enter it by typing <w><<</w> "
+#ifdef USE_TILE
+ ", or by pressing <w>Shift</w> and clicking on it with your "
+ "<w>left mouse button</w> "
#endif
- "is a shop. You can enter it by typing <w><<</w>.";
+ "while standing on the square.";
break;
case TUT_SEEN_DOOR:
@@ -1326,25 +1487,37 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
#endif
text << "That "
#ifndef USE_TILE
- << colourize_glyph(WHITE, get_screen_glyph(x,y)) << " "
+ << _colourize_glyph(WHITE, get_screen_glyph(x,y)) << " "
#endif
"is a closed door. You can open it by walking into it. "
"Sometimes it is useful to close a door. Do so by pressing "
- "<w>c</w>, followed by the direction.";
+ "<w>c</w>, followed by the direction, or simply "
+ "<w>Ctrl-Direction</w>.";
+#ifdef USE_TILE
+ text << "\nIn tiles, the same can be achieved by clicking on an "
+ "adjacent door square.";
+#endif
break;
case TUT_KILLED_MONSTER:
- text << "Congratulations, your character just gained some experience by "
- "killing this monster! Every action will use up some of it to "
- "train certain skills. For example, fighting monsters ";
+ text << "Congratulations, your character just gained some experience "
+ "by killing this monster! Every action will use up some of "
+ "it to train certain skills. For example, fighting monsters ";
if (Options.tutorial_type == TUT_BERSERK_CHAR)
- text << "in melee battle will raise your Axes and Fighting skills.";
+ {
+ text << "in melee battle will raise your Axes and Fighting "
+ "skills.";
+ }
else if (Options.tutorial_type == TUT_RANGER_CHAR)
+ {
text << "using bow and arrows will raise your Bows skill.";
+ }
else // if (Options.tutorial_type == TUT_MAGIC_CHAR)
+ {
text << "with offensive magic will raise your Conjurations and "
"Spellcasting skills.";
+ }
if (you.religion == GOD_TROG)
{
@@ -1357,16 +1530,21 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
case TUT_NEW_LEVEL:
text << "Well done! Reaching a new experience level is always a nice "
- "event: you get more health and magic points, and occasionally "
- "increases to your attributes (strength, dexterity, intelligence).";
+ "event: you get more health and magic points, and "
+ "occasionally increases to your attributes (strength, "
+ "dexterity, intelligence).";
if (Options.tutorial_type == TUT_MAGIC_CHAR)
{
text << "\nAlso, new experience levels let you learn more spells "
- "(the Spellcasting skill also does this). For now, "
- "you should try to memorise the second spell of your "
- "starting book with <w>Mcb</w>, which can then be "
+ "(the Spellcasting skill also does this). For now, you "
+ "should try to memorise the second spell of your "
+ "starting book with <w>Mcb</w>, which can then be zapped "
"zapped with <w>zb</w>.";
+#ifdef USE_TILE
+ text << " Memorising is also possible by doing a <w>left "
+ "click</w> on the book in your inventory.";
+#endif
}
break;
@@ -1377,9 +1555,9 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
case TUT_YOU_ENCHANTED:
text << "Enchantments of all types can befall you temporarily. "
- "Brief descriptions of these appear at the lower end of the stats "
- "area. Press <w>@</w> for more details. A list of all "
- "possible enchantments is in the manual.";
+ "Brief descriptions of these appear at the lower end of the "
+ "stats area. Press <w>@</w> for more details. A list of all "
+ "possible enchantments is in the manual (<w>?5</w>).";
break;
case TUT_YOU_SICK:
@@ -1393,8 +1571,12 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
if (!i_feel_safe())
text << "find a quiet corner and ";
- text << "wait with <w>5</w>) or you could quaff a potion of "
- "healing. ";
+
+ text << "wait with <w>5</w>"
+#ifdef USE_TILE
+ "or by clicking onto the stats area"
+#endif
+ "), or you could quaff a potion of healing. ";
break;
case TUT_YOU_POISON:
@@ -1403,24 +1585,29 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
if (!i_feel_safe())
text << "find a quiet corner and ";
- text << "wait with <w>5</w>) or you could quaff a potion of "
- "healing. ";
+
+ text << "wait with <w>5</w>"
+#ifdef USE_TILE
+ "or by clicking onto the stats area"
+#endif
+ "), or you could quaff a potion of healing. ";
break;
case TUT_YOU_CURSED:
- text << "Curses are comparatively harmless, but they do mean that you "
- "cannot remove cursed equipment and will have to suffer the "
- "(possibly) bad effects until you find and read a scroll of "
- "remove curse. Weapons can also be uncursed using enchanting "
- "scrolls.";
+ text << "Curses are comparatively harmless, but they do mean that "
+ "you cannot remove cursed equipment and will have to suffer "
+ "the (possibly) bad effects until you find and read a scroll "
+ "of remove curse. Weapons and armour can also be uncursed "
+ "using the appropriate enchantment scrolls.";
break;
case TUT_YOU_HUNGRY:
text << "There are two ways to overcome hunger: food you started "
"with or found, and selfmade chunks from corpses. To get the "
"latter, all you need to do is <w>c</w>hop up a corpse "
- "with a sharp implement. Your starting weapon will do nicely. "
- "Try to dine on chunks in order to save permanent food.";
+ "with a sharp implement. Your starting weapon will do "
+ "nicely. Try to dine on chunks in order to save permanent "
+ "food.";
if (Options.tutorial_type == TUT_BERSERK_CHAR)
text << "\nNote that you cannot Berserk while hungry.";
@@ -1437,30 +1624,34 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
break;
case TUT_MULTI_PICKUP:
- text << "There's a more comfortable way to pick up several items at the "
- "same time. If you press <w>,</w> or <w>g</w> twice "
- "you can choose items from a menu. This takes fewer keystrokes "
- "but has no influence on the number of turns needed. Multi-pickup "
- "will be interrupted by monsters or other dangerous events.";
+ text << "There's a more comfortable way to pick up several items at "
+ "the same time. If you press <w>,</w> or <w>g</w> "
+#ifdef USE_TILE
+ ", or click your left mouse button "
+#endif
+ "twice you can choose items from a menu. This takes fewer "
+ "keystrokes but has no influence on the number of turns "
+ "needed. Multi-pickup will be interrupted by monsters or "
+ "other dangerous events.";
break;
case TUT_HEAVY_LOAD:
if (you.burden_state != BS_UNENCUMBERED)
- text << "It is not usually a good idea to run around encumbered; it "
- "slows you down and increases your hunger.";
+ text << "It is not usually a good idea to run around encumbered; "
+ "it slows you down and increases your hunger.";
else
- text << "Sadly, your inventory is limited to 52 items, and it appears "
- "your knapsack is full.";
+ text << "Sadly, your inventory is limited to 52 items, and it "
+ "appears your knapsack is full.";
- text << " However, this is easy enough to rectify: simply <w>d</w>rop "
- "some of the stuff you don't need or that's too heavy to lug "
- "around permanently.";
+ text << " However, this is easy enough to rectify: simply "
+ "<w>d</w>rop some of the stuff you don't need or that's too "
+ "heavy to lug around permanently.";
break;
case TUT_ROTTEN_FOOD:
- text << "One or more of the chunks or corpses you carry has started to "
- "rot. Few races can digest these safely, so you might just as "
- "well <w>d</w>rop them now.";
+ text << "One or more of the chunks or corpses you carry has started "
+ "to rot. Few races can digest these safely, so you might "
+ "just as well <w>d</w>rop them now.";
break;
case TUT_MAKE_CHUNKS:
@@ -1474,16 +1665,19 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
&& (god_likes_butchery(you.religion)
|| god_hates_butchery(you.religion)))
{
- text << "\nRemember, though, to wait until your prayer is over, or "
- "the corpse will instead be sacrificed to "
+ text << "\nRemember, though, to wait until your prayer is over, "
+ "or the corpse will instead be sacrificed to "
<< god_name(you.religion)
<< ".";
}
break;
case TUT_OFFER_CORPSE:
- if (!god_likes_butchery(you.religion) || you.hunger_state <= HS_HUNGRY)
+ if (!god_likes_butchery(you.religion)
+ || you.hunger_state <= HS_HUNGRY)
+ {
return;
+ }
text << "Hey, that monster left a corpse! If you don't need it for "
"food or other purposes, you can sacrifice it to "
@@ -1500,87 +1694,119 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
case TUT_MAP_VIEW:
text << "As you explore a level, orientation can become difficult. "
- "Press <w>X</w> to bring up the level map. Typing "
- "<w>?</w> shows the list of level map commands. "
+ "Press <w>X</w> to bring up the level map. Typing <w>?</w> "
+ "shows the list of level map commands. "
"Most importantly, moving the cursor to a spot and pressing "
- "<w>.</w> or <w>Enter</w> lets your character move "
- "there on its own.";
+ "<w>.</w> or <w>Enter</w> lets your character move there on "
+ "its own.";
+#ifdef USE_TILE
+ text << "\nAlso, clicking on the right-side minimap with your "
+ "<w>right mouse button</w> will zoom into that dungeon area. "
+ "Clicking with the <w>left mouse button</w> instead will let "
+ "you move there.";
+#endif
break;
case TUT_DONE_EXPLORE:
- text << "You have explored the dungeon on this level. The downstairs look "
- "like '<w>></w>'. Proceed there and press <w>></w> to "
- "go down. ";
+ text << "Hey, you've finished exploring the dungeon on this level! "
+ "You can search for stairs from the level map (<w>X</w>) "
+ "by pressing <w>></w>. The cursor will jump to the nearest "
+ "staircase, and by pressing <w>.</w> or <w>Enter</w> your "
+ "character can move there, too. ";
if (Options.tutorial_events[TUT_SEEN_STAIRS])
{
text << "In rare cases, you may have found no downstairs at all. "
- "Try searching for secret doors in suspicious looking spots; "
- "use <w>s</w>, <w>.</w> or <w>5</w> to do so.";
+ "Try searching for secret doors in suspicious looking "
+ "spots; use <w>s</w>, <w>.</w> or for 100 turns with "
+ "<w>5</w> "
+#ifdef USE_TILE
+ "(or alternatively click on the stat area) "
+#endif
+ "to do so.";
}
else
{
- text << "Each level of Crawl has three white up and three white down "
- "stairs. Unexplored parts can often be accessed via 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.";
+ text << "Each level of Crawl has three "
+#ifndef USE_TILE
+ "white "
+#endif
+ "up and three "
+#ifndef USE_TILE
+ "white "
+#endif
+ "down stairs. Unexplored parts can often be accessed via "
+ "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"
+#ifdef USE_TILE
+ ", or by clicking on the stat area"
+#endif
+ ".";
}
break;
case TUT_NEED_HEALING:
- text << "If you're low on hitpoints or magic and there's no urgent need "
- "to move, you can rest for a bit. Press <w>5</w> or "
- "<w>shift-numpad-5</w> to do so.";
+ text << "If you're low on hitpoints or magic and there's no urgent "
+ "need to move, you can rest for a bit. Press <w>5</w> or "
+ "<w>shift-numpad-5</w>"
+#ifdef USE_TILE
+ ", or click on the stat area"
+#endif
+ " to do so.";
break;
case TUT_NEED_POISON_HEALING:
- text << "Your poisoning could easily kill you, so now would be a good "
- "time to <w>q</w>uaff a potion of heal wounds or, better "
- "yet, a potion of healing. If you have seen neither of these so "
- "far, try unknown ones in your inventory. Good luck!";
+ text << "Your poisoning could easily kill you, so now would be a "
+ "good time to <w>q</w>uaff a potion of heal wounds or, "
+ "better yet, a potion of healing. If you have seen neither "
+ "of these so far, try unknown ones in your inventory. Good "
+ "luck!";
break;
case TUT_POSTBERSERK:
- text << "Berserking is extremely exhausting! It burns a lot of nutrition, "
- "and afterwards you are slowed down and occasionally even pass "
- "out. Press <w>@</w> to see your current status.";
+ text << "Berserking is extremely exhausting! It burns a lot of "
+ "nutrition, and afterwards you are slowed down and "
+ "occasionally even pass out. Press <w>@</w> to see your "
+ "current exhaustion status.";
break;
case TUT_RUN_AWAY:
text << "Whenever you've got only a few hitpoints left and you're in "
- "danger of dying, check your options carefully. Often, retreat or "
- "use of some item might be a viable alternative to fighting on.";
+ "danger of dying, check your options carefully. Often, "
+ "retreat or use of some item might be a viable alternative "
+ "to fighting on.";
if (you.species == SP_CENTAUR)
text << " As a four-legged centaur you are particularly quick - "
"running is an option!";
- if (Options.tutorial_type == TUT_BERSERK_CHAR && you.religion == GOD_TROG
- && !you.duration[DUR_BERSERKER] && !you.duration[DUR_EXHAUSTED]
+ if (you.religion == GOD_TROG && !you.duration[DUR_BERSERKER]
+ && !you.duration[DUR_EXHAUSTED]
&& you.hunger_state >= HS_SATIATED)
{
text << "\nAlso, with "
<< god_name(you.religion)
<< "'s support you can use your Berserk ability (<w>a</w>) "
- "to temporarily gain more hitpoints and greater strength. ";
+ "to temporarily gain more hitpoints and greater "
+ "strength. ";
}
break;
case TUT_RETREAT_CASTER:
text << "Without magical power you're unable to cast spells. While "
- "melee is a possibility, that's not where your strengths lie, "
- "so retreat (if possible) might be the better option.";
+ "melee is a possibility, that's not where your strengths "
+ "lie, so retreat (if possible) might be the better option.";
break;
case TUT_YOU_MUTATED:
text << "Mutations can be obtained from several sources, among them "
"potions, spell miscasts, and overuse of strong enchantments "
- "like Invisibility. The only reliable way to get rid of mutations "
- "is with potions of cure mutation. There are about as many "
- "harmful as beneficial mutations, and most of them have three "
- "levels. Check your mutations with <w>A</w>.";
+ "like Invisibility. The only reliable way to get rid of "
+ "mutations is with potions of cure mutation. There are about "
+ "as many harmful as beneficial mutations, and most of them "
+ "have three levels. Check your mutations with <w>A</w>.";
break;
case TUT_NEW_ABILITY:
@@ -1598,18 +1824,27 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
break;
case TUT_FLEEING_MONSTER:
- if (!Options.tutorial_type == TUT_BERSERK_CHAR)
+ if (Options.tutorial_type != TUT_BERSERK_CHAR)
return;
- text << "While unsporting, it is sometimes useful to attack a fleeing "
- "monster by throwing something after it. To do this, press "
- "<w>f</w>, choose a throwing weapon, e.g. one of your "
+ text << "While unsporting, it is sometimes useful to attack a "
+ "fleeing monster by throwing something after it. To do this, "
+#ifdef USE_TILE
+ "in tiles, you can choose your firing "
+ "ammunition by <w>left-clicking</w> on it with your mouse. "
+ "In the case of weapons (rather than missiles) you need to "
+ "be pressing <w>Ctrl</w> at the same time, to distinguish "
+ "the action from wielding. Then target the monster by "
+ "clicking on it."
+#else
+ "press <w>f</w>, choose a throwing weapon, e.g. one of your "
"spears, use <w>+</w> to select a monster and press "
- "<w>.</w>, <w>f</w> or <w>Enter</w>. The closest "
- "monster will be autoselected. If you've got the fire_order "
- "option set you can directly use <w>ff</w> or "
- "<w>f+.</w> instead; the game will pick the first weapon "
- "that fits the option.";
+ "<w>.</w>, <w>f</w> or <w>Enter</w>. The closest monster "
+ "will be autoselected. If you've got the fire_order option "
+ "set you can directly use <w>ff</w> or <w>f+.</w> instead; "
+ "the game will pick the first weapon that fits the option."
+#endif
+ "\nIf you miss, you can fire at it again with <w>ff</w>.";
break;
case TUT_MONSTER_BRAND:
@@ -1617,8 +1852,12 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
tile_place_cursor(ep.x-1,ep.y-1,true);
#endif
text << "That monster looks a bit unusual. You might wish to examine "
- "it a bit more closely by pressing <w>x</w> and moving "
- "the cursor onto its square.";
+ "it a bit more closely by pressing "
+#ifdef USE_TILE
+ "hovering your mouse over its tile";
+#else
+ "<w>x</w> and moving the cursor onto its square.";
+#endif
break;
case TUT_SEEN_MONSTER:
@@ -1632,7 +1871,7 @@ void learned_something_new(tutorial_event_type seen_what, int x, int y)
if ( !text.str().empty() )
{
std::string s = text.str();
- formatted_message_history(s, MSGCH_TUTORIAL, 0, get_tutorial_cols());
+ formatted_message_history(s, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
}
if (is_resting())
@@ -1662,12 +1901,13 @@ formatted_string tut_abilities_info()
text << ".";
}
text << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
+
return formatted_string::parse_string(text.str(), false);
}
// a short explanation of Crawl's target mode
// and the most important commands
-static std::string tut_target_mode(bool spells = false)
+static std::string _tut_target_mode(bool spells = false)
{
std::string result;
result = "then be taken to target mode with the nearest monster or previous "
@@ -1687,14 +1927,14 @@ static std::string tut_target_mode(bool spells = false)
return (result);
}
-static std::string tut_abilities()
+static std::string _tut_abilities()
{
- return ("To do this enter the ability menu with <w>a</w>, and then "
+ return ("To do this, enter the ability menu with <w>a</w>, and then "
"choose the corresponding ability. Note that such an attempt of "
"activation, especially by the untrained, is likely to fail.");
}
-static std::string tut_throw_stuff(const item_def &item)
+static std::string _tut_throw_stuff(const item_def &item)
{
std::string result;
@@ -1706,7 +1946,7 @@ static std::string tut_throw_stuff(const item_def &item)
result += item_base_name(item);
result += (item.quantity > 1? "s" : "");
result += ". You'll ";
- result += tut_target_mode();
+ result += _tut_target_mode();
return (result);
}
@@ -1724,19 +1964,25 @@ void tutorial_describe_item(const item_def &item)
if (is_artefact(item) && item_type_known(item))
{
// exception: you can activate it
- if (gives_ability(item) && wherey() <= get_number_of_lines() - 5)
+ if (gives_ability(item)
+ && wherey() <= get_number_of_lines() - 5)
{
ostr << "When wielded, some weapons (such as this one) "
"offer abilities that can be e<w>v</w>oked. ";
- ostr << tut_abilities();
+ ostr << _tut_abilities();
break;
} // or if it grants a resistance
else if (gives_resistance(item)
&& wherey() <= get_number_of_lines() - 3)
{
ostr << "\nThis weapon offers its wearer protection from "
- "certain sources. For an overview of your resistances "
- "(among other things) type <w>%</w>.";
+ "certain sources. For an overview of your "
+ "resistances (among other things) type <w>%</w>"
+#ifdef USE_TILE
+ " or click on your avatar with the <w>right mouse "
+ "button</w>"
+#endif
+ ".";
break;
}
return;
@@ -1791,7 +2037,7 @@ void tutorial_describe_item(const item_def &item)
ostr << "To attack a monster, you only need to "
"<w>f</w>ire the appropriate type of ammunition. "
"You'll ";
- ostr << tut_target_mode();
+ ostr << _tut_target_mode();
}
else
{
@@ -1803,7 +2049,7 @@ void tutorial_describe_item(const item_def &item)
{
ostr << "\n\nSome weapons (including this one), can also be "
"<w>f</w>ired. ";
- ostr << tut_throw_stuff(item);
+ ostr << _tut_throw_stuff(item);
long_text = true;
}
if (!item_type_known(item) &&
@@ -1819,9 +2065,10 @@ void tutorial_describe_item(const item_def &item)
}
if (item_known_cursed( item ) && !long_text)
{
- ostr << "\n\nOnce wielded, a cursed weapon won't leave your hands "
- "again until the curse has been lifted by reading a "
- "scroll of remove curse or one of the enchantment scrolls.";
+ ostr << "\n\nOnce wielded, a cursed weapon won't leave your "
+ "hands again until the curse has been lifted by "
+ "reading a scroll of remove curse or one of the "
+ "enchantment scrolls.";
if (!wielded && is_throwable(item, you.body_size()))
ostr << " (Throwing it is safe, though.)";
@@ -1836,7 +2083,7 @@ void tutorial_describe_item(const item_def &item)
{
ostr << item.name(DESC_CAP_YOUR)
<< " can be <w>f</w>ired without the use of a launcher. ";
- ostr << tut_throw_stuff(item);
+ ostr << _tut_throw_stuff(item);
}
else if (is_launched(&you, you.weapon(), item))
{
@@ -1846,7 +2093,7 @@ void tutorial_describe_item(const item_def &item)
<< " " << item.name(DESC_BASENAME)
<< (item.quantity > 1? "s" : "")
<< ". You'll ";
- ostr << tut_target_mode();
+ ostr << _tut_target_mode();
}
else
{
@@ -1866,21 +2113,26 @@ void tutorial_describe_item(const item_def &item)
if (you.species == SP_CENTAUR && item.sub_type == ARM_BOOTS)
{
ostr << "As a Centaur you cannot wear boots. "
- "(Type <w>A</w> to see a list of your mutations "
- "and innate abilities.)";
+ "(Type <w>A</w> to see a list of your mutations and "
+ "innate abilities.)";
wearable = false;
}
else if (you.species == SP_MINOTAUR && is_hard_helmet(item))
{
ostr << "As a Minotaur you cannot wear helmets. "
- "(Type <w>A</w> to see a list of your mutations "
- "and innate abilities.)";
+ "(Type <w>A</w> to see a list of your mutations and "
+ "innate abilities.)";
wearable = false;
}
else
{
ostr << "You can wear pieces of armour with <w>W</w> and take "
- "them off again with <w>T</w>.";
+ "them off again with <w>T</w>"
+#ifdef USE_TILE
+ ", or, alternatively, simply click on their tiles to "
+ "perform either action."
+#endif
+ ".";
}
if (!item_type_known(item) &&
@@ -1896,32 +2148,45 @@ void tutorial_describe_item(const item_def &item)
}
if (item_known_cursed( item ) && wearable)
{
- ostr << "\nA cursed piece of armour, once worn, cannot be removed "
- "again until the curse has been lifted by reading a "
- "scroll of remove curse.";
+ ostr << "\nA cursed piece of armour, once worn, cannot be "
+ "removed again until the curse has been lifted by "
+ "reading a scroll of remove curse or enchant armour.";
}
if (gives_resistance(item))
{
ostr << "\n\nThis armour offers its wearer protection from "
"certain sources. For an overview of your resistances "
- "(among other things) type <w>%</w>.";
+ "(among other things) type <w>%</w>"
+#ifdef USE_TILE
+ " or click on your avatar with the <w>right mouse "
+ "button</w>"
+#endif
+ ".";
}
if (is_artefact(item) && gives_ability(item))
{
ostr << "\nWhen worn, some types of armour (such as this one) "
"offer abilities that can be e<w>v</w>oked. ";
- ostr << tut_abilities();
+ ostr << _tut_abilities();
}
Options.tutorial_events[TUT_SEEN_ARMOUR] = 0;
break;
}
case OBJ_WANDS:
ostr << "The magic within can be unleashed by <w>Z</w>apping it.";
+#ifdef USE_TILE
+ ostr << " Alternatively, simply click on its tile.";
+#endif
Options.tutorial_events[TUT_SEEN_WAND] = 0;
break;
case OBJ_FOOD:
- ostr << "Food can simply be <w>e</w>aten. ";
+ ostr << "Food can simply be <w>e</w>aten"
+#ifdef USE_TILE
+ ", something you can also do by <w>left clicking</w> on it"
+#endif
+ ". ";
+
if (item.sub_type == FOOD_CHUNK)
{
ostr << "Note that most species refuse to eat raw meat unless "
@@ -1936,21 +2201,31 @@ void tutorial_describe_item(const item_def &item)
break;
case OBJ_SCROLLS:
- ostr << "Type <w>r</w> to read this scroll. ";
+ ostr << "Type <w>r</w> to read this scroll"
+#ifdef USE_TILE
+ "or simply click on it with your <w>left mouse button</w>"
+#endif
+ ".";
+
Options.tutorial_events[TUT_SEEN_SCROLL] = 0;
break;
case OBJ_JEWELLERY:
{
ostr << "Jewellery can be <w>P</w>ut on or <w>R</w>emoved "
- "again. ";
-
+ "again"
+#ifdef USE_TILE
+ ", though in tiles, either can be done by clicking on the "
+ "item in your inventory"
+#endif
+ ".";
+
if (item_known_cursed( item ))
{
ostr << "\nA cursed piece of jewellery will cling to its "
- "unfortunate wearer's neck or fingers until the curse is "
- "finally lifted when he or she reads a scroll of remove "
- "curse.";
+ "unfortunate wearer's neck or fingers until the curse "
+ "is finally lifted when he or she reads a scroll of "
+ "remove curse.";
}
if (gives_resistance(item))
{
@@ -1958,19 +2233,28 @@ void tutorial_describe_item(const item_def &item)
<< (item.sub_type < NUM_RINGS ? "ring" : "amulet")
<< " offers its wearer protection "
"from certain sources. For an overview of your "
- "resistances (among other things) type <w>%</w>.";
+ "resistances (among other things) type <w>%</w>"
+#ifdef USE_TILE
+ " or click on your avatar with the <w>right mouse "
+ "button</w>"
+#endif
+ ".";
}
if (gives_ability(item))
{
- ostr << "\n\nWhen worn, some types of jewellery (such as this one) "
- "offer abilities that can be e<w>v</w>oked. ";
- ostr << tut_abilities();
+ ostr << "\n\nWhen worn, some types of jewellery (such as this "
+ "one) offer abilities that can be e<w>v</w>oked. ";
+ ostr << _tut_abilities();
}
Options.tutorial_events[TUT_SEEN_JEWELLERY] = 0;
break;
}
case OBJ_POTIONS:
- ostr << "Use <w>q</w> to quaff this potion. ";
+ ostr << "Type <w>q</w> to quaff this potion"
+#ifdef USE_TILE
+ "or simply click on it with your <w>left mouse button</w>"
+#endif
+ ".";
Options.tutorial_events[TUT_SEEN_POTION] = 0;
break;
@@ -1999,29 +2283,34 @@ void tutorial_describe_item(const item_def &item)
<< ", though, you might instead wish to burn this "
"tome of hated magic by using the corresponding "
"<w>a</w>bility. "
- "Note that this only works on books that are "
- "lying on the floor and not on your current "
- "square. ";
+ "Note that this only works on books that are lying "
+ "on the floor and not on your current square. ";
}
else if (!item_ident(item, ISFLAG_KNOW_TYPE))
{
- ostr << "It's a book, you can <w>r</w>ead it.";
+ ostr << "It's a book, you can <w>r</w>ead it"
+#ifdef USE_TILE
+ ", something that can also be achieved by clicking "
+ "on its tile in your inventory."
+#endif
+ ".";
}
else if (!you.skills[SK_SPELLCASTING])
{
ostr << "A spellbook! You could <w>M</w>emorise some "
"spells and then cast them with <w>z</w>. ";
- ostr << "\nFor now, however, that will have to wait "
- "until you've learned the basics of Spellcasting "
- "by reading lots of scrolls.";
+ ostr << "\nFor now, however, that will have to wait until "
+ "you've learned the basics of Spellcasting by "
+ "reading lots of scrolls.";
}
else // actually can cast spells
{
if (player_can_memorise(item))
{
- ostr << "Such a <lightblue>highlighted spell</lightblue> "
- "can be <w>M</w>emorised right away. ";
+ ostr << "Such a <lightblue>highlighted "
+ "spell</lightblue> can be <w>M</w>emorised "
+ "right away. ";
}
else
{
@@ -2036,7 +2325,7 @@ void tutorial_describe_item(const item_def &item)
ostr << "\n\nTo do magic, type <w>z</w> and choose a "
"spell, e.g. <w>a</w> (check with <w>?</w>). "
"For attack spells you'll ";
- ostr << tut_target_mode(true);
+ ostr << _tut_target_mode(true);
}
}
}
@@ -2045,9 +2334,9 @@ void tutorial_describe_item(const item_def &item)
break;
case OBJ_CORPSES:
- ostr << "Corpses lying on the floor can be <w>c</w>hopped up "
- "with a sharp implement to produce chunks for food "
- "(though they may not be healthy)";
+ ostr << "Corpses lying on the floor can be <w>c</w>hopped up with "
+ "a sharp implement to produce chunks for food (though they "
+ "may not be healthy)";
if (god_likes_butchery(you.religion))
{
@@ -2058,8 +2347,10 @@ void tutorial_describe_item(const item_def &item)
ostr << ". ";
if (food_is_rotten(item))
+ {
ostr << "Rotten corpses won't be of any use to you, though, so "
"you might just as well <w>d</w>rop this.";
+ }
Options.tutorial_events[TUT_SEEN_CARRION] = 0;
break;
@@ -2068,14 +2359,22 @@ void tutorial_describe_item(const item_def &item)
{
if (!item_ident(item, ISFLAG_KNOW_TYPE))
{
- ostr << "\n\nTo find out what this rod might do, you have to "
- "<w>w</w>ield and e<w>v</w>oke it to see if you can "
- "use the spells hidden within. ";
+ ostr << "\n\nTo find out what this rod might do, you have "
+ "to <w>w</w>ield and e<w>v</w>oke it to see if you "
+ "can use the spells hidden within"
+#ifdef USE_TILE
+ ", both of which can be done by clicking on it"
+#endif
+ ".";
}
else
{
- ostr << "\n\nYou can use this rod's magic by <w>w</w>ielding "
- "and e<w>v</w>oking it.";
+ ostr << "\n\nYou can use this rod's magic by "
+ "<w>w</w>ielding and e<w>v</w>oking it"
+#ifdef USE_TILE
+ ", both of which can be achieved by clicking on it"
+#endif
+ ".";
}
}
else
@@ -2086,15 +2385,22 @@ void tutorial_describe_item(const item_def &item)
bool gives_resist = false;
if (you.spell_no && !item_ident(item, ISFLAG_KNOW_TYPE))
{
- ostr << "You can find out which one by casting spells while "
- "wielding this staff. Eventually, the staff might "
- "react to a spell of its school and identify itself.";
+ ostr << "You can find out which one by casting spells "
+ "while wielding this staff. Eventually, the staff "
+ "might react to a spell of its school and identify "
+ "itself.";
}
else if (gives_resistance(item))
{
- ostr << "It also offers its wielder protection from certain "
- "sources. For an overview of your resistances (among "
- "other things) type <w>%</w>.";
+ ostr << "It also offers its wielder protection from "
+ "certain sources. For an overview of your "
+ "resistances (among other things) type <w>%</w>"
+#ifdef USE_TILE
+ " or click on your avatar with the <w>right mouse "
+ "button</w>"
+#endif
+ ".";
+
gives_resist = true;
}
@@ -2113,7 +2419,12 @@ void tutorial_describe_item(const item_def &item)
case OBJ_MISCELLANY:
ostr << "Miscellanous items sometimes harbour magical powers. Try "
- "<w>w</w>ielding and e<w>v</w>oking it.";
+ "<w>w</w>ielding and e<w>v</w>oking it"
+#ifdef USE_TILE
+ ", either of which can be done by clicking on it"
+#endif
+ ".";
+
Options.tutorial_events[TUT_SEEN_MISC] = 0;
break;
@@ -2123,7 +2434,7 @@ void tutorial_describe_item(const item_def &item)
ostr << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
std::string broken = ostr.str();
- linebreak_string2(broken, get_tutorial_cols());
+ linebreak_string2(broken, _get_tutorial_cols());
cgotoxy(1, wherey() + 2);
formatted_string::parse_block(broken, false).display();
} // tutorial_describe_item
@@ -2159,13 +2470,13 @@ bool tutorial_feat_interesting(dungeon_feature_type feat)
void tutorial_describe_feature(dungeon_feature_type feat)
{
std::ostringstream ostr;
- ostr << "\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
+ ostr << "\n\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
switch (feat)
{
case DNGN_ORCISH_IDOL:
case DNGN_GRANITE_STATUE:
- ostr << "It's just a harmless statue - or is it?\n Even if not "
+ ostr << "It's just a harmless statue - or is it?\nEven if not "
"a danger by themselves, statues often mark special "
"areas, dangerous ones or ones harbouring treasure.";
break;
@@ -2173,12 +2484,13 @@ void tutorial_describe_feature(dungeon_feature_type feat)
case DNGN_TRAP_MAGICAL:
case DNGN_TRAP_MECHANICAL:
ostr << "These nasty constructions can do physical damage (with "
- "darts or needles, for example) or have other, more magical "
- "effects. ";
+ "darts or needles, for example) or have other, more "
+ "magical effects. ";
+
if (feat == DNGN_TRAP_MECHANICAL)
{
ostr << "You can attempt to deactivate the mechanical type by "
- "standing next to it and then pressing <w>Shift</w> "
+ "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.";
@@ -2198,6 +2510,11 @@ void tutorial_describe_feature(dungeon_feature_type feat)
ostr << "You can enter the next (deeper) level by following them "
"down (<w>></w>). To get back to this level again, "
"press <w><<</w> while standing on the upstairs.";
+#ifdef USE_TILE
+ ostr << " In tiles, you can achieve the same, in either direction, "
+ "by clicking the <w>left mouse button</w> while pressing "
+ "<w>Shift</w>. ";
+#endif
Options.tutorial_events[TUT_SEEN_STAIRS] = 0;
break;
@@ -2207,8 +2524,8 @@ void tutorial_describe_feature(dungeon_feature_type feat)
if (you.your_level < 1)
{
ostr << "These stairs lead out of the dungeon. Following them "
- "will end the game. The only way to win is to transport "
- "the fabled orb of Zot outside.";
+ "will end the game. The only way to win is to "
+ "transport the fabled orb of Zot outside.";
}
else
{
@@ -2216,6 +2533,11 @@ void tutorial_describe_feature(dungeon_feature_type feat)
"these up (<w><<</w>). 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 "
+ "clicking the <w>left mouse button</w> while pressing "
+ "<w>Shift</w> instead. ";
+#endif
}
Options.tutorial_events[TUT_SEEN_STAIRS] = 0;
break;
@@ -2223,8 +2545,9 @@ void tutorial_describe_feature(dungeon_feature_type feat)
case DNGN_ESCAPE_HATCH_DOWN:
case DNGN_ESCAPE_HATCH_UP:
ostr << "Escape hatches can be used to quickly leave a level with "
- "<w><<</w> and <w>></w>, respectively. Note that "
- "you will usually be unable to return right away.";
+ "<w><<</w> and <w>></w>, respectively. Note that you will "
+ "usually be unable to return right away.";
+
Options.tutorial_events[TUT_SEEN_ESCAPE_HATCH] = 0;
break;
@@ -2235,14 +2558,15 @@ void tutorial_describe_feature(dungeon_feature_type feat)
if (you.religion == GOD_NO_GOD)
{
- ostr << "This is your chance to join a religion! In general, the "
- "gods will help their followers, bestowing powers of all "
- "sorts upon them, but many of them demand a life of "
- "dedication, constant tributes or entertainment in return. "
- "\nYou can get information about <w>"
+ ostr << "This is your chance to join a religion! In general, "
+ "the gods will help their followers, bestowing powers "
+ "of all sorts upon them, but many of them demand a "
+ "life of dedication, constant tributes or "
+ "entertainment in return. \nYou can get information "
+ "about <w>"
<< god_name(altar_god)
- << "</w> by pressing <w>p</w> while standing on "
- "the altar. Before taking up the responding faith you'll "
+ << "</w> by pressing <w>p</w> while standing on the "
+ "altar. Before taking up the responding faith you'll "
"be asked for confirmation.";
}
else
@@ -2251,18 +2575,25 @@ void tutorial_describe_feature(dungeon_feature_type feat)
{
ostr << "If "
<< god_name(you.religion)
- << " likes to have items or corpses sacrificed on altars, "
- "here you can do this by <w>d</w>ropping them, "
- "then <w>p</w>raying. As a follower, pressing "
- "<w>^</w> allows you to check "
+ << " likes to have items or corpses sacrificed on "
+ "altars, here you can do this by <w>d</w>ropping "
+ "them, then <w>p</w>raying. As a follower, "
+ "pressing <w>^</w> "
+#ifdef USE_TILE
+ "(alternatively press <w>Control</w> while "
+ "<w>right-clicking</w> on your avatar) "
+#endif
+ "allows you to check "
<< god_name(you.religion)
- << "'s likes and dislikes at any time.";
+ << "'s likes and dislikes at any time, as well as "
+ "your current standing and divine abilities.";
}
else
{
ostr << god_name(you.religion)
<< " probably won't like it if you switch allegiance, "
- "but having a look won't hurt: to get information on <w>";
+ "but having a look won't hurt: to get information "
+ "on <w>";
ostr << god_name(altar_god);
ostr << "</w>, press <w>p</w> while standing on the "
"altar. Before taking up the responding faith (and "
@@ -2270,13 +2601,19 @@ void tutorial_describe_feature(dungeon_feature_type feat)
"confirmation."
"\nTo see your current standing with "
<< god_name(you.religion)
- << " press <w>^</w>.";
+ << " press <w>^</w>"
+#ifdef USE_TILE
+ ", or press <w>Control</w> while clicking with "
+ "your <w>right mouse button</w> on your avatar"
+#endif
+ ".";
}
}
Options.tutorial_events[TUT_SEEN_ALTAR] = 0;
break;
}
- else if (feat >= DNGN_ENTER_FIRST_BRANCH && feat <= DNGN_ENTER_LAST_BRANCH)
+ else if (feat >= DNGN_ENTER_FIRST_BRANCH
+ && feat <= DNGN_ENTER_LAST_BRANCH)
{
ostr << "An entryway into one of the many dungeon branches in "
"Crawl. ";
@@ -2290,7 +2627,7 @@ void tutorial_describe_feature(dungeon_feature_type feat)
ostr << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
std::string broken = ostr.str();
- linebreak_string2(broken, get_tutorial_cols());
+ linebreak_string2(broken, _get_tutorial_cols());
formatted_string::parse_block(broken, false).display();
} // tutorial_describe_feature
@@ -2300,7 +2637,7 @@ bool tutorial_monster_interesting(const monsters *mons)
return true;
// highlighted in some way
- if (mons_is_highlighted(mons))
+ if (_mons_is_highlighted(mons))
return true;
// monster is (seriously) out of depth
@@ -2321,7 +2658,8 @@ void tutorial_describe_monster(const monsters *mons)
{
ostr << "Did you think you were the only adventurer in the dungeon? "
"Well, you thought wrong! These unique adversaries often "
- "possess skills that normal monster wouldn't, so be careful.\n\n";
+ "possess skills that normal monster wouldn't, so be "
+ "careful.\n\n";
}
else if(mons->type == MONS_PLAYER_GHOST)
{
@@ -2369,6 +2707,6 @@ void tutorial_describe_monster(const monsters *mons)
ostr << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
std::string broken = ostr.str();
- linebreak_string2(broken, get_tutorial_cols());
+ linebreak_string2(broken, _get_tutorial_cols());
formatted_string::parse_block(broken, false).display();
} // tutorial_describe_monster