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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-03-18 14:57:33 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-03-18 14:57:33 +0000
commitc74a157f8f99fa7fffa2547c92a76d8cb7eecdb5 (patch)
treef2cb42fae1ab3a17465e42833ffa91b5d02dbc1c /crawl-ref/source/tutorial.cc
parentf35794fa75f96cf6c8d874581dde6c8bfba7941f (diff)
downloadcrawl-ref-c74a157f8f99fa7fffa2547c92a76d8cb7eecdb5.tar.gz
crawl-ref-c74a157f8f99fa7fffa2547c92a76d8cb7eecdb5.zip
Changes to the overview screen (%) - added abilities and made it scrollable.
Also, some more clean-up of tutorial.cc. As this involved a lot of spacing changes it was easier to just replace the file as a whole. Sorry about that. There are still some differences between the Linux and Windows versions that I don't really understand but using get_number_of_cols helps a lot. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1055 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tutorial.cc')
-rw-r--r--crawl-ref/source/tutorial.cc2566
1 files changed, 1266 insertions, 1300 deletions
diff --git a/crawl-ref/source/tutorial.cc b/crawl-ref/source/tutorial.cc
index 8e7edddbcf..6cbe6f8a47 100644
--- a/crawl-ref/source/tutorial.cc
+++ b/crawl-ref/source/tutorial.cc
@@ -1,1300 +1,1266 @@
-/*
- * Created for Crawl Reference by JPEG on $Date: 2007-01-11$
- */
-
-#include "AppHdr.h"
-#include "tutorial.h"
-#include <cstring>
-
-#include "command.h"
-#include "files.h"
-#include "itemprop.h"
-#include "menu.h"
-#include "message.h"
-#include "misc.h"
-#include "newgame.h"
-#include "output.h"
-#include "player.h"
-#include "religion.h"
-#include "spl-util.h"
-#include "stuff.h"
-#include "view.h"
-
-//#define TUTORIAL_DEBUG
-#define TUTORIAL_VERSION 101
-int INFO2_SIZE = 500;
-char info2[500];
-
-static std::string tut_debug_list(int event);
-
-void save_tutorial( FILE* fp )
-{
- writeLong( fp, TUTORIAL_VERSION);
- writeShort( fp, Options.tutorial_type);
- for ( unsigned i = 0; i < TUT_EVENTS_NUM; ++i )
- writeShort( fp, Options.tutorial_events[i] );
-}
-
-void load_tutorial( FILE* fp )
-{
- Options.tutorial_left = 0;
-
- int version = readLong(fp);
- Options.tutorial_type = readShort(fp);
- if (version != TUTORIAL_VERSION)
- return;
- for ( long i = 0; i < TUT_EVENTS_NUM; ++i )
- {
- Options.tutorial_events[i] = readShort(fp);
- Options.tutorial_left += Options.tutorial_events[i];
- }
-}
-
-// override init file definition for some options
-void init_tutorial_options()
-{
- if (!Options.tutorial_left) {
- return;
- }
-
- Options.delay_message_clear = false;
- Options.auto_list = true;
-}
-
-// tutorial selection screen and choice
-bool pick_tutorial()
-{
- char keyn;
- bool printed = false;
-
-tut_query:
- if (!printed)
- {
- clrscr();
-
- textcolor( WHITE );
- cprintf("You must be new here indeed!");
-
- cprintf(EOL EOL);
- textcolor( CYAN );
- cprintf("You can be:");
- cprintf(EOL EOL);
-
- textcolor( LIGHTGREY );
-
- for (int i = 0; i < TUT_TYPES_NUM; i++)
- print_tutorial_menu(i);
-
- textcolor( BROWN );
- cprintf(EOL "SPACE - Back to class selection; Bksp - Back to race selection; X - Quit"
- EOL "* - Random tutorial"
- EOL);
- printed = true;
- }
- keyn = c_getch();
-
- if (keyn == '*')
- keyn = 'a' + random2(TUT_TYPES_NUM);
-
- // choose character for tutorial game
- if (keyn >= 'a' && keyn <= 'a' + TUT_TYPES_NUM - 1)
- {
- Options.tutorial_type = keyn - 'a';
- for (int i = 0; i < TUT_EVENTS_NUM; i++)
- Options.tutorial_events[i] = 1;
-
- Options.tut_explored = 1;
- Options.tut_stashes = 1;
- Options.tut_travel = 1;
- // possibly combine to specialty_counter or something
- Options.tut_spell_counter = 0;
- Options.tut_throw_counter = 0;
- Options.tut_berserk_counter = 0;
- Options.tut_melee_counter = 0;
- Options.tut_last_healed = 0;
-
- Options.tutorial_left = TUT_EVENTS_NUM;
- you.species = get_tutorial_species(Options.tutorial_type);
- you.char_class = get_tutorial_job(Options.tutorial_type);
-
- Options.random_pick = true; // random choice of starting spellbook
- Options.weapon = WPN_HAND_AXE; // easiest choice for dwarves
- return true;
- }
-
- if (keyn == CK_BKSP || keyn == ' ')
- {
- // in this case, undo previous choices
-// set_startup_options();
- you.species = 0; you.char_class = JOB_UNKNOWN;
- Options.race = 0; Options.cls = 0;
- }
-
- switch (keyn)
- {
- case CK_BKSP:
- choose_race();
- break;
- case ' ':
- choose_class();
- break;
- case 'X':
- cprintf(EOL "Goodbye!");
- end(0);
- break;
- default:
- printed = false;
- goto tut_query;
- }
-
- return false;
-}
-
-void print_tutorial_menu(unsigned int type)
-{
- char letter = 'a' + type;
- char desc[100];
-
- switch(type)
- {
-/*
- case TUT_MELEE_CHAR:
- strcpy(desc, "(Standard melee oriented character)");
- break;
-*/
- case TUT_BERSERK_CHAR:
- strcpy(desc, "(Melee oriented character with divine support)");
- break;
- case TUT_MAGIC_CHAR:
- strcpy(desc, "(Magic oriented character)");
- break;
- case TUT_RANGER_CHAR:
- strcpy(desc, "(Ranged fighter)");
- break;
- default: // no further choices
- snprintf(info, INFO_SIZE, "Error in print_tutorial_menu: type = %d", type);
- mpr( info );
- break;
- }
-
- cprintf("%c - %s %s %s" EOL, letter, species_name(get_tutorial_species(type), 1),
- get_class_name(get_tutorial_job(type)), desc);
-}
-
-unsigned int get_tutorial_species(unsigned int type)
-{
- switch(type)
- {
-/*
- case TUT_MELEE_CHAR:
- return SP_MOUNTAIN_DWARF;
-*/
- case TUT_BERSERK_CHAR:
- return SP_MINOTAUR;
- case TUT_MAGIC_CHAR:
- return SP_DEEP_ELF;
- case TUT_RANGER_CHAR:
- return SP_CENTAUR;
- default: // use something fancy for debugging
- return SP_KENKU;
- }
-}
-
-// TO DO: check whether job and species are compatible...
-unsigned int get_tutorial_job(unsigned int type)
-{
- switch(type)
- {
-/*
- case TUT_MELEE_CHAR:
- return JOB_FIGHTER;
-*/
- case TUT_BERSERK_CHAR:
- return JOB_BERSERKER;
- case TUT_MAGIC_CHAR:
- return JOB_CONJURER;
- case TUT_RANGER_CHAR:
- return JOB_HUNTER;
- default: // use something fancy for debugging
- return JOB_NECROMANCER;
- }
-}
-
-static formatted_string formatted_paragraph(std::string text, unsigned int width)
-{
- std::string result;
-
- size_t start = 0, pos = 0, end = 0;
-
- for (; end < strlen(text.c_str()); pos = end+1)
- {
- // get next "word"
- end = text.find(' ', pos);
- if ( end >= strlen(text.c_str()) )
- pos = end;
-
- if (end - start >= width || end >= strlen(text.c_str()) )
- {
- end = pos;
- result += text.substr(start, end-start-1);
- result += EOL;
- start = pos;
- }
- }
- result += EOL;
-
- return formatted_string::parse_string(result);
-}
-
-static formatted_string tut_starting_info(unsigned int width)
-{
- std::string result; // the entire page
- std::string text; // one paragraph
-
- result += "<white>Welcome to Dungeon Crawl!</white>" EOL EOL;
-
- text += "Your object is to lead a ";
- snprintf(info, INFO_SIZE, "%s %s ", species_name(get_tutorial_species(Options.tutorial_type), 1),
- get_class_name(get_tutorial_job(Options.tutorial_type)));
- text += info2;
- text += "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 deep as possible but beware, as death lurks around "
- "every corner here.";
- result += formatted_paragraph(text, width);
-
- result += "For the moment, just remember the following keys and their functions:" EOL;
- result += " <white>?</white> - shows the items and the commands" EOL;
- result += " <white>S</white> - saves the game, to be resumed later (but note that death is permanent)" EOL;
- result += " <white>x</white> - examine something in your vicinity" EOL EOL;
-
- text = "This tutorial will help you playing 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):";
- result += formatted_paragraph(text,width);
-
- result += " <darkgray>readme.txt</darkgray> - A very short guide to Crawl." EOL;
- result += " <darkgray>manual.txt</darkgray> - This contains all details on races, magic, skills, etc." EOL;
- result += " <darkgray>crawl_options.txt</darkgray> - Crawl's interface is highly configurable. This document " EOL;
- result += " explains all the options (which themselves are set in " EOL;
- result += " the init.txt or .crawlrc files)." EOL;
- result += EOL;
- result += "Press <white>Space</white> to proceed to the basics (the screen division and movement)." EOL;
- result += "Press <white>Esc</white> to fast forward to the game start." EOL EOL;
-
-
- return formatted_string::parse_string(result);
-}
-
-formatted_string tutorial_debug()
-{
- std::string result;
- bool lbreak = false;
- snprintf(info, INFO2_SIZE, "Tutorial Debug Screen");
-
- int i = 39 - strlen(info) / 2;
- result += std::string(i, ' ');
- result += "<white>";
- result += info;
- result += "</white>" EOL EOL;
-
- result += "<darkgray>";
- 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());
- result += info;
-
- // break text into 2 columns where possible
- if (strlen(info) > 39 || lbreak)
- {
- result += EOL;
- lbreak = false;
- }
- else
- {
- result += std::string(39 - strlen(info), ' ');
- lbreak = true;
- }
- }
- result += "</darkgray>" EOL EOL;
-
- snprintf(info, INFO_SIZE, "tutorial_left: %d\n", Options.tutorial_left);
- 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)));
-
- result += info;
-
- return formatted_string::parse_string(result);
-}
-
-std::string tut_debug_list(int event)
-{
- switch(event)
- {
- case TUT_SEEN_FIRST_OBJECT:
- return "seen first object";
- case TUT_SEEN_POTION:
- return "seen first potion";
- case TUT_SEEN_SCROLL:
- return "seen first scroll";
- case TUT_SEEN_WAND:
- return "seen first wand";
- case TUT_SEEN_SPBOOK:
- return "seen first spellbook";
- case TUT_SEEN_WEAPON:
- return "seen first weapon";
- case TUT_SEEN_MISSILES:
- return "seen first missiles";
- case TUT_SEEN_ARMOUR:
- return "seen first armour";
- case TUT_SEEN_RANDART: // doesn't work for now
- return "seen first random artefact";
- case TUT_SEEN_FOOD:
- return "seen first food";
- case TUT_SEEN_CARRION:
- return "seen first corpse";
- case TUT_SEEN_JEWELLERY:
- return "seen first jewellery";
- case TUT_SEEN_MISC:
- return "seen first misc. item";
- case TUT_SEEN_MONSTER:
- return "seen first monster";
- case TUT_SEEN_STAIRS:
- return "seen first stairs";
- case TUT_SEEN_TRAPS:
- return "encountered a trap";
- case TUT_SEEN_ALTAR:
- return "seen an altar";
- case TUT_SEEN_SHOP:
- return "seen a shop";
- case TUT_SEEN_DOOR:
- return "seen a closed door";
- case TUT_KILLED_MONSTER:
- return "killed first monster";
- case TUT_NEW_LEVEL:
- return "gained a new level";
- case TUT_SKILL_RAISE:
- return "raised a skill";
- case TUT_YOU_ENCHANTED:
- return "caught an enchantment";
- case TUT_YOU_SICK:
- return "became sick";
- case TUT_YOU_POISON:
- return "were poisoned";
- case TUT_YOU_CURSED:
- return "had something cursed";
- case TUT_YOU_HUNGRY:
- return "felt hungry";
- case TUT_YOU_STARVING:
- return "were starving";
- case TUT_MAKE_CHUNKS:
- return "learned about chunks";
- case TUT_MULTI_PICKUP:
- return "read about pickup menu";
- case TUT_HEAVY_LOAD:
- return "were encumbered";
- case TUT_ROTTEN_FOOD:
- return "carried rotten food";
- case TUT_NEED_HEALING:
- return "needed healing";
- case TUT_NEED_POISON_HEALING:
- return "needed healing for poison";
- case TUT_POSTBERSERK:
- return "learned about Berserk aftereffects";
- case TUT_RUN_AWAY:
- return "were told to run away";
- case TUT_SHIFT_RUN:
- return "learned about shift-run";
- case TUT_MAP_VIEW:
- return "learned about the level map";
-/*
- case TUT_AUTOEXPLORE:
- return "learned about autoexplore";
-*/
- case TUT_DONE_EXPLORE:
- return "explored a level";
- case TUT_YOU_MUTATED:
- return "caught a mutation";
- case TUT_NEW_ABILITY:
- return "gained a divine ability";
- case TUT_WIELD_WEAPON:
- return "wielded an unsuitable weapon";
- default:
- return "faced a bug";
- }
-
-}
-
-static formatted_string tutorial_map_intro()
-{
- std::string result;
-
- result = "<magenta>"
- "What you see here is the typical Crawl screen. The upper left map "
- "shows your hero as the <white>@<magenta> in the center. The parts "
- "of the map you remember but cannot currently see, will be greyed "
- "out."
- "</magenta>" EOL;
- result += "[--more-- Press <white>Escape</white> to skip the basics]";
-
- linebreak_string2(result,80);
- return formatted_string::parse_string(result);
-}
-
-static formatted_string tutorial_stats_intro()
-{
- std::string result;
- result += "<magenta>";
-
- result += "To the right, important properties of " EOL;
- result += "the character are displayed. The most " EOL;
- result += "basic one is your health, measured as " EOL;
- snprintf(info, INFO_SIZE, "<white>HP: %d/%d<magenta>. ", you.hp, you.hp_max);
- result += info;
- if (Options.tutorial_type==TUT_MAGIC_CHAR) result += " ";
- result += "These are your current out " EOL;
- result += "of maximum health points. When health " EOL;
- result += "drops to zero, you die. " EOL;
- snprintf(info, INFO_SIZE, "<white>Magic: %d/%d<magenta>", you.magic_points, you.max_magic_points);
- result += info;
- result += " is your energy for casting " EOL;
- result += "spells, although more mundane actions " EOL;
- result += "often draw from Magic, too. " EOL;
- result += "Further down, <white>Str<magenta>ength, <white>Dex<magenta>terity and " EOL;
- result += "<white>Int<magenta>elligence are shown and provide an " EOL;
- result += "all-around account of the character's " EOL;
- result += "attributes. " EOL;
-
- result += "</magenta>";
- result += " " EOL;
- result += "[--more-- Press <white>Escape</white> to skip the basics]" EOL;
- result += " " EOL;
- result += " " EOL;
-
- return formatted_string::parse_string(result);
-}
-
-static formatted_string tutorial_message_intro()
-{
- std::string result;
-
- result = "<magenta>"
- "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 "
- "<white>Ctrl-P<magenta>."
- "</magenta>" EOL;
- result += "[--more-- Press <white>Escape</white> to skip the basics]";
-
- linebreak_string2(result,80);
- return formatted_string::parse_string(result);
-}
-
-static void tutorial_movement_info()
-{
- std::string text;
- 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<magenta>. A basic "
- "command list can be found under <w>?<magenta>, and the most important "
- "commands will be explained to you as it becomes necessary. ";
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
-}
-
-// copied from display_mutations and adapted
-void tut_starting_screen()
-{
-
- int x1, x2, y1, y2;
- int MAX_INFO = 4;
-#ifdef TUTORIAL_DEBUG
- MAX_INFO++;
-#endif
- char ch;
-
- for (int i=0; i<=MAX_INFO; i++)
- {
- x1 = 1; y1 = 1;
- x2 = 80; y2 = 25;
-
- if (i==1 || i==3)
- {
- y1 = 18; // message window
- }
- else if (i==2)
- {
- x2 = 40; // map window
- y2 = 18;
- }
-
- if (i==0)
- clrscr();
-
- gotoxy(x1,y1);
-
- if (i==0)
- tut_starting_info(x2).display();
- else if (i==1)
- tutorial_map_intro().display();
- else if (i==2)
- tutorial_stats_intro().display();
- else if (i==3)
- tutorial_message_intro().display();
- else if (i==4)
- tutorial_movement_info();
- else
- {
-#ifdef TUTORIAL_DEBUG
- clrscr();
- gotoxy(x1,y1);
- tutorial_debug().display();
-#else
- continue;
-#endif
- }
-
- ch = c_getch();
- redraw_screen();
- if (ch == ESCAPE)
- break;
-
- }
-
-}
-
-void tutorial_death_screen()
-{
- Options.tutorial_left = 0;
- std::string text;
-
- mpr( "Condolences! Your character's premature perishing is a sad, but "
- "common occurence in Crawl. Rest assured that with diligence and "
- "playing experience your characters will last longer.\n", MSGCH_TUTORIAL, 0);
- mpr( "Perhaps the following advice can improve your playing style:", MSGCH_TUTORIAL);
- more();
-
- if (Options.tutorial_type == TUT_MAGIC_CHAR
- && Options.tut_spell_counter < Options.tut_melee_counter )
- 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
- && Options.tut_berserk_counter < 1 )
- {
- text = "Don't forget to go berserk when fighting particularly "
- "difficult foes. It is risky, but makes you faster "
- "and beefier. Also try to pray prior to battles so that ";
- text += god_name(you.religion);
- text += " will soon provide more abilities.";
- }
- 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.";
- else {
-
- int hint = random2(6);
- // If a character has been unusually busy with projectiles and spells
- // give some other hint rather than the first one.
- if (Options.tut_throw_counter + Options.tut_spell_counter >= Options.tut_melee_counter
- && hint == 0)
- hint = random2(5)+1;
-
- switch(hint)
- {
- case 0:
- 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.";
- 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<magenta>, "
- "<w>.<magenta>, <w>delete<magenta> or <w>keypad-5<magenta>. "
- "Pressing <w>5<magenta> or <w>shift-and-keypad-5<magenta> will "
- "let you rest for a longer time (you will stop resting 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.";
- 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.";
- 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.";
- break;
- default:
- text = "Sorry, no hint this time, though there should have been one.";
- }
- }
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
- more();
-
- mpr( "See you next game!", MSGCH_TUTORIAL);
-
- for ( long i = 0; i < TUT_EVENTS_NUM; ++i )
- Options.tutorial_events[i] = 0;
-}
-
-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>?<magenta>) "
- "will look different from now on. Here's a last playing hint:";
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
- more();
-
- if (Options.tut_explored)
- {
- text = "Walking around and exploring levels gets easier by using "
- "auto-explore (<w>Ctrl-O<magenta>). You can even make Crawl "
- "automatically pick up interesting items by setting the "
- "option <w>explore_greedy=true<magenta> in the init file.";
- }
- else if (Options.tut_travel)
- {
- text = "There is a convenient way for travelling between far away "
- "dungeon levels: press <w>Ctrl-G<magenta> and enter the desired "
- "destination. If your travel gets interrupted, issueing "
- "<w>Ctrl-G Enter<magenta> will continue it.";
- }
- else if (Options.tut_stashes)
- {
- text = "You can search among all items existing in the dungeon with "
- "the <w>Ctrl-F<magenta> command. For example, "
- "<w>Ctrl-F \"knife\"<magenta> will list all knives. You can then "
- "travel to one of the spots. It is even possible to enter words "
- "like <w>\"shop\"<magenta> or <w>\"altar\"<magenta>.";
- }
- else
- {
- int hint = random2(3);
- switch (hint)
- {
- case 0:
- text = "The game keeps an automated logbook for your characters. Use "
- "<w>?:<magenta> to read it. You can enter notes manually with "
- "the <w>:<magenta> command. Once your character perishes, two "
- "morgue files are left in the <w>/morgue<magenta> directory. "
- "The one ending in .txt contains a copy of your logbook. "
- "During play, you can create a dump file with <w>#<magenta>.";
- break;
- case 1:
- text = "Crawl has a macro function built in: press <w>~m<magenta> "
- "to define a macro by first specifying a trigger key (say, "
- "<w>F1<magenta>) and a command sequence, for example "
- "<w>Za+.<magenta>. The latter will make the <w>F1<magenta> "
- "key always zap the spell in slot a at the nearest monster. "
- "For more information on macros, type <w>?~<magenta>.";
- break;
- case 2:
- text = "The interface can be greatly customised. All options are "
- "explained in the file <w>crawl_options.txt<magenta> which "
- "can be found in the <w>/docs<magenta> directory. The "
- "options themselves are set in <w>init.txt<magenta> or "
- "<w>.crawlrc<magenta>. Crawl will complain when it can't "
- "find either file.\n";
- break;
- default:
- text = "Oops... No hint for now. Better luck next time!";
- }
- }
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
- more();
-
- for ( long i = 0; i < TUT_EVENTS_NUM; ++i )
- Options.tutorial_events[i] = 0;
-}
-
-void tutorial_prayer_reminder()
-{
- if (Options.tut_just_triggered)
- return;
-
- if (coinflip()) // always would be too annoying
- {
- std::string text;
- text = "Remember to <w>p<magenta>ray before battle, so as to dedicate "
- "your kills to ";
- text += god_name(you.religion);
- text += ". Should the monster leave a corpse, consider "
- "<w>D<magenta>issecting it as a sacrifice to ";
- text += god_name(you.religion);
- text += ", as well.";
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
- }
-}
-
-void tutorial_healing_reminder()
-{
- if (you.poisoning)
- {
- if (Options.tutorial_events[TUT_NEED_POISON_HEALING])
- learned_something_new(TUT_NEED_POISON_HEALING);
- }
- else
- {
- if (Options.tutorial_events[TUT_NEED_HEALING])
- learned_something_new(TUT_NEED_HEALING);
- else if (you.num_turns - Options.tut_last_healed >= 50 && !you.poisoning)
- {
- if (Options.tut_just_triggered)
- return;
- std::string text;
- text = "Remember to rest between fights and to enter unexplored "
- "terrain with full hitpoints and/or magic. For resting, "
- "press <w>5<magenta> or <w>Shift-numpad 5<magenta>.";
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
- }
- Options.tut_last_healed = you.num_turns;
- }
-}
-
-void taken_new_item(unsigned char item_type)
-{
- switch(item_type)
- {
- case OBJ_WANDS:
- learned_something_new(TUT_SEEN_WAND);
- break;
- case OBJ_SCROLLS:
- learned_something_new(TUT_SEEN_SCROLL);
- break;
- case OBJ_JEWELLERY:
- learned_something_new(TUT_SEEN_JEWELLERY);
- break;
- case OBJ_POTIONS:
- learned_something_new(TUT_SEEN_POTION);
- break;
- case OBJ_BOOKS:
- learned_something_new(TUT_SEEN_SPBOOK);
- break;
- case OBJ_FOOD:
- learned_something_new(TUT_SEEN_FOOD);
- break;
- case OBJ_CORPSES:
- learned_something_new(TUT_SEEN_CARRION);
- break;
- case OBJ_WEAPONS:
- learned_something_new(TUT_SEEN_WEAPON);
- break;
- case OBJ_ARMOUR:
- learned_something_new(TUT_SEEN_ARMOUR);
- break;
- case OBJ_MISSILES:
- learned_something_new(TUT_SEEN_MISSILES);
- break;
- case OBJ_STAVES:
- case OBJ_MISCELLANY:
- learned_something_new(TUT_SEEN_MISC);
- break;
- default: /* nothing to be done */
- return;
- }
-}
-
-void tutorial_first_monster(monsters mon)
-{
- if (!Options.tutorial_events[TUT_SEEN_MONSTER])
- return;
-
- std::string text = "<magenta>That ";
- formatted_string st = formatted_string::parse_string(text);
- st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL));
- st.formatted_string::add_glyph(&mon);
- text = " is a monster, usually depicted by a letter. Some typical early monsters ";
- st += formatted_string::parse_string(text);
- formatted_mpr(st, MSGCH_TUTORIAL);
-
- text = "look like <brown>r<magenta>, <w>g<magenta>, <lightgray>b<magenta> or "
- "<brown>K<magenta>. You can gain information about it by pressing "
- "<w>x<magenta>, moving the cursor on the monster and then pressing "
- "<w>v<magenta>. To attack it with your wielded weapon, just move into it.";
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
-
- more();
-
- if (Options.tutorial_type == TUT_RANGER_CHAR)
- {
- text = "However, as a hunter you will want to deal with it using your "
- "bow. Do this as follows: <w>wbf+.<magenta> where <w>wb<magenta> "
- "wields the bow, <w>f<magenta> fires appropriate ammunition "
- "(your arrows) and enters targeting mode. <w>+<magenta> and "
- "<w>-<magenta> allow you to select the proper monster. Finally, "
- "<w>Enter<magenta> or <w>.<magenta> fire. If you miss, "
- "<w>ff<magenta> fires at the previous target again.";
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
- }
- else if (Options.tutorial_type == TUT_MAGIC_CHAR)
- {
- text = "However, as a conjurer you will want to deal with it using magic."
- "Do this as follows: <w>Za+.<magenta> where <w>Za<magenta> zaps "
- "the first spell you know, ";
- text += spell_title(get_spell_by_letter('a'));
- text += ", and enters targeting mode. <w>+<magenta> and <w>-<magenta> "
- "allow you to select the proper target. Finally, <w>Enter<magenta> "
- "or <w>.<magenta> fire. If you miss, <w>Zap<magenta> will "
- "fire at the previous target again.";
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
- }
-
- Options.tutorial_events[TUT_SEEN_MONSTER] = 0;
- Options.tutorial_left--;
- Options.tut_just_triggered = 1;
-}
-
-void tutorial_first_item(item_def item)
-{
- if (!Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] || Options.tut_just_triggered)
- return;
-
- std::string text = "<magenta>That ";
- formatted_string st = formatted_string::parse_string(text);
- st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL));
- st.formatted_string::add_glyph(&item);
- text = " is an item. If you move there and press <w>g<magenta> or "
- "<w>,<magenta> you will pick it up.";
- st += formatted_string::parse_string(text);
- formatted_mpr(st, MSGCH_TUTORIAL);
-
- text = "Generally, items are shown by non-letter symbols like "
- "<w>%%?!\"=()[<magenta>. Once it is in your inventory, you can drop "
- "it again with <w>d<magenta>. Several types of objects will usually "
- "be picked up automatically.";
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
-
- Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] = 0;
- Options.tutorial_left--;
- Options.tut_just_triggered = 1;
-}
-
-#if 0
-static void tutorial_first_stairs(int x, int y) {
- std::string text = "<magenta>The ";
-
- formatted_string st = formatted_string::parse_string(text);
- st.formatted_string::textcolor(env.show_col[x-you.x_pos + 9][y-you.y_pos + 9]);
- text = get_screen_glyph(x,y);
- text += "<magenta> are some downstairs. You can enter the next (deeper) "
- "level by following ";
- st += formatted_string::parse_string(text);
- formatted_mpr(st);
- text = "them down (<w>><magenta>). To get back to "
- "this level again, press <w><<<magenta> while standing on the "
- "upstairs.";
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
-}
-#endif
-
-void learned_something_new(unsigned int seen_what, int x, int y)
-{
- // already learned about that
- if (!Options.tutorial_events[seen_what])
- return;
-
- // don't trigger twice in the same turn
- if (Options.tut_just_triggered)
- return;
-
- std::string text;
-
- switch(seen_what)
- {
- case TUT_SEEN_POTION:
- text = "You have picked up your first potion ('<w>!<magenta>'). Use "
- "<w>q<magenta> to drink (quaff) it.";
- break;
- case TUT_SEEN_SCROLL:
- text = "You have picked up your first scroll ('<w>?<magenta>'). Type "
- "<w>r<magenta> to read it.";
- break;
- case TUT_SEEN_WAND:
- text = "You have picked up your first wand ('<w>/<magenta>'). Type "
- "<w>z<magenta> to zap it.";
- break;
- case TUT_SEEN_SPBOOK:
- text = "You have picked up a spellbook ('<w>+<magenta>' or "
- "'<w>:<magenta>'). You can read it by typing <w>r<magenta>, "
- "memorise spells via <w>M<magenta> and cast a memorised spell "
- "with <w>Z<magenta>.";
-
- if (!you.skills[SK_SPELLCASTING])
- {
- text += "\nHowever, first you will have to get accustomed to "
- "spellcasting by reading lots of scrolls.";
- }
- break;
- case TUT_SEEN_WEAPON:
- text = "This is the first weapon ('<w>(<magenta>') you've picked up. "
- "Use <w>w<magenta> 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 with <w>v<magenta>.";
- if (Options.tutorial_type == TUT_BERSERK_CHAR)
- {
- text += "\nAs you're already trained in Axes you should stick with "
- "these. Checking other axes can be worthwhile.";
- }
- break;
- case TUT_SEEN_MISSILES:
- text = "This is the first stack of missiles ('<w>)<magenta>') 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. <w>v<magenta> gives 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.";
- }
- 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.";
- }
- else
- {
- text += "\nFor now you might be best off with sticking to darts or "
- "stones for ranged attacks.";
- }
- break;
- case TUT_SEEN_ARMOUR:
- text = "This is the first piece of armour ('<w>[<magenta>') you've "
- "picked up. Use <w>W<magenta> to wear it and <w>T<magenta> to "
- "take it off again. You can view its properties with "
- "<w>v<magenta>.";
-
- if (you.species == SP_CENTAUR || you.species == SP_MINOTAUR)
- {
- snprintf( info, INFO_SIZE, "\nNote that as a %s, you will be unable to wear %s.",
- species_name(you.species, 1), you.species == SP_CENTAUR ? "boots" : "helmets");
- text += info;
- }
- break;
- case TUT_SEEN_RANDART:
- text = "Weapons and armour that have descriptions like this are more "
- "likely to be of higher enchantment or have special properties, "
- "good or bad.";
- break;
- case TUT_SEEN_FOOD:
- text = "You have picked up some food ('<w>%%<magenta>'). You can eat it "
- "by typing <w>e<magenta>.";
- break;
- case TUT_SEEN_CARRION:
- text = "You have picked up a corpse ('<w>%%<magenta>'). When a corpse "
- "is lying on the ground, you can <w>D<magenta>issect with a "
- "sharp implement. Once hungry you can <w>e<magenta>at the "
- "resulting chunks (though they may not be healthy).";
- if (Options.tutorial_type == TUT_BERSERK_CHAR)
- {
- text += " During prayer you can offer corpses to ";
- text += god_name(you.religion);
- text += "by dissecting them, as well.";
- }
- break;
- case TUT_SEEN_JEWELLERY:
- text = "You have picked up a a piece of jewellery, either a ring "
- "('<w>=<magenta>') or an amulet ('<w>\"<magenta>'). Type "
- "<w>P<magenta> to put it on and <w>R<magenta> to remove it. You "
- "can view it with <w>v<magenta> although 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<magenta>ielding and "
- "<w>E<magenta>voking it.";
- break;
- case TUT_SEEN_STAIRS:
- if (you.num_turns < 1)
- return;
-
-// tutorial_first_stairs(x,y);
-
-
- text = "The <w>";
- text += get_screen_glyph(x,y);
- text += "<magenta> are some downstairs. You can enter the next (deeper) "
- "level by following them down (<w>><magenta>). To get back to "
- "this level again, press <w><<<magenta> while standing on the "
- "upstairs.";
-
- break;
- case TUT_SEEN_TRAPS:
- text = "Oops... you just entered a trap. An unwary adventurer will "
- "occasionally stumble into one of these nasty constructions "
- "depicted by <w>^<magenta>. They can do physical damage (with "
- "darts or needles, for example) or have other, more magical "
- "effects, like teleportation.";
- break;
- case TUT_SEEN_ALTAR:
- text = "The <blue>";
- text += get_screen_glyph(x,y);
- text += "<magenta> is an altar. You can get information about it by pressing "
- "<w>p<magenta> while standing on the square. Before taking up "
- "the responding faith you'll be asked for confirmation.";
- break;
- case TUT_SEEN_SHOP:
- text = "The <yellow>";
- text += get_screen_glyph(x,y);
- text += "<magenta> is a shop. You can enter it by typing <w><<<magenta>.";
- break;
- case TUT_SEEN_DOOR:
- if (you.num_turns < 1)
- return;
-
- text = "The <w>";
- text += get_screen_glyph(x,y);
- text += "<magenta> 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<magenta>, followed by the direction.";
- 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 ";
- if (Options.tutorial_type == TUT_BERSERK_CHAR)
- 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 and Ranged Combat "
- "skills.";
- else // if (Options.tutorial_type == TUT_MAGIC_CHAR)
- text += "with offensive magic will raise your Conjurations and "
- "Spellcasting skills.";
-
- if (you.religion != GOD_NO_GOD)
- {
- text += "\nTo dedicate your kills to ";
- text += god_name(you.religion);
- text += " <w>p<magenta>ray before battle. Not all gods will be "
- "pleased by doing this.";
- }
- break;
- 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).";
- 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<magenta>, which can then be "
- "zapped with <w>Zb<magenta>.";
- }
- break;
- case TUT_SKILL_RAISE:
- text = "One of your skills just got raised. Type <w>m<magenta> to take "
- "a look at your skills screen.";
- break;
- case TUT_YOU_ENCHANTED:
- text = "Enchantments of all types can befall you temporarily. "
- "Abbreviated signalisation appears at the lower end of the stats "
- "area. Press <w>@<magenta> for more details. A list of all "
- "possible enchantments is given in the manual.";
- break;
- case TUT_YOU_SICK:
- learned_something_new(TUT_YOU_ENCHANTED);
- text = "Corpses can be spoiled or inedible, resulting in sickness. "
- "Also, some monsters' flesh is less palatable than others'. "
- "During sickness your hitpoints won't regenerate and sometimes "
- "an attribute may decrease. It wears off with time (wait with "
- "<w>5<magenta>) or you could quaff a potion of healing.";
- break;
- case TUT_YOU_POISON:
- learned_something_new(TUT_YOU_ENCHANTED);
- text = "Poison will slowly reduce your hp. It wears off with time "
- "(wait with <w>5<magenta>) 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.";
- 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>D<magenta> a corpse with a "
- "sharp implement. Your starting weapon will do nicely."
- "Try to dine on chunks in order to save permanent food.";
- break;
- case TUT_YOU_STARVING:
- text = "You are now suffering from terrible hunger. You'll need to "
- "<w>e<magenta>at something quickly, or you'll die. The safest "
- "way to deal with this is to simply eat something from your "
- "inventory rather than wait for a monster to leave a corpse.";
- 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>,<magenta> or <w>g<magenta> twice "
- "you can choose items from a menu. This takes less 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.";
- else
- 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<magenta>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<magenta>rop them now.";
- if (you.religion == GOD_TROG || you.religion == GOD_MAKHLEB ||
- you.religion == GOD_OKAWARU)
- {
- text += "\nIf it is a rotting corpse you carry now might be a good "
- "time to <w>d<magenta>rop and <w>D<magenta>issect it during "
- "prayer (<w>p<magenta>) as an offer to ";
- text += god_name(you.religion);
- text += ".";
- }
- break;
- case TUT_MAKE_CHUNKS:
- text = "How lucky! That monster left a corpse which you can now "
- "<w>D<magenta>issect. One or more chunks will appear, to be "
- "<w>e<magenta>aten later on. Beware that some chunks may be, "
- "sometimes or always, hazardous. Only experience can help "
- "you here.";
-
- if (you.duration[DUR_PRAYER] &&
- (you.religion == GOD_OKAWARU || you.religion == GOD_MAKHLEB ||
- you.religion == GOD_TROG || you.religion == GOD_ELYVILON))
- {
- text += "\nNote that dissection under prayer offers the corpse to ";
- text += god_name(you.religion);
- text += " - check your god's attitude about this with <w>^<magenta>.";
- }
- break;
- case TUT_SHIFT_RUN:
- text = "Walking around takes less keystrokes if you press "
- "<w>Shift-direction<magenta> or <w>/ direction<magenta>. "
- "That will let you run until a monster comes into sight or "
- "your character sees something interesting.";
- break;
- case TUT_MAP_VIEW:
- text = "As you explore a level, orientation can become difficult. "
- "Press <w>X<magenta> to bring up the level map. Typing "
- "<w>?<magenta> shows the list of level map commands. "
- "Most importantly, moving the cursor to a spot and pressing "
- "<w>.<magenta> or <w>Enter<magenta> lets your character move "
- "there on its own.";
- break;
- case TUT_DONE_EXPLORE:
- text = "You have explored the dungeon on this level. The downstairs look "
- "like '<w>><magenta>'. Proceed there and press <w>><magenta> to "
- "go down.";
-
- 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<magenta>, <w>.<magenta> or <w>5<magenta> 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<magenta> "
- "or <w>.<magenta>, or for 100 turns with <w>5<magenta> or "
- "<w>Shift-numpad 5.";
- }
- 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<magenta> or "
- "<w>shift-numpad-5<magenta> 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<magenta>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.";
- 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.";
- 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.berserker)
- {
- text += "\nAlso, with ";
- text += god_name(you.religion);
- text += "'s support you can use your Berserk ability (<w>a<magenta>) "
- "to temporarily gain more hitpoints and greater strength. ";
- }
- 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<magenta>.";
- break;
- case TUT_NEW_ABILITY:
- text = "You just gained a new ability. Press <w>a<magenta> to take a "
- "look at your abilities or to use one of them.";
- break;
- case TUT_WIELD_WEAPON:
- text = "You might want to <w>w<magenta>ield a more suitable implement "
- "when attacking monsters.";
- if (Options.tutorial_type == TUT_RANGER_CHAR
- && you.inv[ you.equip[EQ_WEAPON] ].sub_type == WPN_BOW)
- {
- text += "You can easily switch between weapons in slots a and "
- "b by pressing <w>'<magenta>.";
- }
- break;
- case TUT_SEEN_MONSTER:
- case TUT_SEEN_FIRST_OBJECT:
- break;
- default:
- text += "You've found something new (but I don't know what)!";
- }
- if (seen_what != TUT_SEEN_MONSTER && seen_what != TUT_SEEN_FIRST_OBJECT)
- print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);
-
- more();
-
- Options.tut_just_triggered = true;
- Options.tutorial_events[seen_what] = 0;
- Options.tutorial_left--;
-}
+/*
+ * Created for Crawl Reference by JPEG on $Date: 2007-01-11$
+ */
+
+#include "tutorial.h"
+#include <cstring>
+
+#include "command.h"
+#include "files.h"
+#include "itemprop.h"
+#include "menu.h"
+#include "message.h"
+#include "misc.h"
+#include "newgame.h"
+#include "output.h"
+#include "player.h"
+#include "religion.h"
+#include "spl-util.h"
+#include "stuff.h"
+#include "view.h"
+
+//#define TUTORIAL_DEBUG
+#define TUTORIAL_VERSION 110
+
+int COLS = get_number_of_cols();
+
+void save_tutorial( FILE* fp )
+{
+ writeLong( fp, TUTORIAL_VERSION);
+ writeShort( fp, Options.tutorial_type);
+ for ( unsigned i = 0; i < TUT_EVENTS_NUM; ++i )
+ writeShort( fp, Options.tutorial_events[i] );
+}
+
+void load_tutorial( FILE* fp )
+{
+ Options.tutorial_left = 0;
+
+ int version = readLong(fp);
+ Options.tutorial_type = readShort(fp);
+ if (version != TUTORIAL_VERSION)
+ return;
+ for ( long i = 0; i < TUT_EVENTS_NUM; ++i )
+ {
+ Options.tutorial_events[i] = readShort(fp);
+ Options.tutorial_left += Options.tutorial_events[i];
+ }
+}
+
+// override init file definition for some options
+void init_tutorial_options()
+{
+ if (!Options.tutorial_left)
+ return;
+
+ Options.delay_message_clear = false;
+ Options.auto_list = true;
+}
+
+// tutorial selection screen and choice
+bool pick_tutorial()
+{
+ char keyn;
+ bool printed = false;
+
+tut_query:
+ if (!printed)
+ {
+ clrscr();
+
+ textcolor( WHITE );
+ cprintf("You must be new here indeed!");
+
+ cprintf(EOL EOL);
+ textcolor( CYAN );
+ cprintf("You can be:");
+ cprintf(EOL EOL);
+
+ textcolor( LIGHTGREY );
+
+ for (int i = 0; i < TUT_TYPES_NUM; i++)
+ print_tutorial_menu(i);
+
+ textcolor( BROWN );
+ cprintf(EOL "SPACE - Back to class selection; Bksp - Back to race selection; X - Quit"
+ EOL "* - Random tutorial"
+ EOL);
+ printed = true;
+ }
+ keyn = c_getch();
+
+ if (keyn == '*')
+ keyn = 'a' + random2(TUT_TYPES_NUM);
+
+ // choose character for tutorial game and set starting values
+ 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);
+
+ // activate all triggers
+ for (int i = 0; i < TUT_EVENTS_NUM; i++)
+ Options.tutorial_events[i] = 1;
+ Options.tutorial_left = TUT_EVENTS_NUM;
+
+ // store whether explore, stash search or travelling was used
+ Options.tut_explored = 1;
+ Options.tut_stashes = 1;
+ Options.tut_travel = 1;
+
+ // used to compare which fighting means was used most often
+ Options.tut_spell_counter = 0;
+ Options.tut_throw_counter = 0;
+ Options.tut_berserk_counter = 0;
+ Options.tut_melee_counter = 0;
+
+ // for occasional healing reminders
+ Options.tut_last_healed = 0;
+
+ Options.random_pick = true; // random choice of starting spellbook
+ Options.weapon = WPN_HAND_AXE; // easiest choice for fighters
+ return true;
+ }
+
+ if (keyn == CK_BKSP || keyn == ' ')
+ {
+ // in this case, undo previous choices
+// set_startup_options();
+ you.species = 0; you.char_class = JOB_UNKNOWN;
+ Options.race = 0; Options.cls = 0;
+ }
+
+ switch (keyn)
+ {
+ case CK_BKSP:
+ choose_race();
+ break;
+ case ' ':
+ choose_class();
+ break;
+ case 'X':
+ cprintf(EOL "Goodbye!");
+ end(0);
+ break;
+ default:
+ printed = false;
+ goto tut_query;
+ }
+
+ return false;
+}
+
+void print_tutorial_menu(unsigned int type)
+{
+ char letter = 'a' + type;
+ char desc[100];
+
+ switch(type)
+ {
+ case TUT_BERSERK_CHAR:
+ strcpy(desc, "(Melee oriented character with divine support)");
+ break;
+ case TUT_MAGIC_CHAR:
+ strcpy(desc, "(Magic oriented character)");
+ break;
+ case TUT_RANGER_CHAR:
+ strcpy(desc, "(Ranged fighter)");
+ break;
+ default: // no further choices
+ strcpy(desc, "(erroneous character)");
+ break;
+ }
+
+ cprintf("%c - %s %s %s" EOL, letter, species_name(get_tutorial_species(type), 1),
+ get_class_name(get_tutorial_job(type)), desc);
+}
+
+unsigned int get_tutorial_species(unsigned int type)
+{
+ switch(type)
+ {
+ case TUT_BERSERK_CHAR:
+ return SP_MINOTAUR;
+ case TUT_MAGIC_CHAR:
+ return SP_DEEP_ELF;
+ case TUT_RANGER_CHAR:
+ return SP_CENTAUR;
+ default: // use something fancy for debugging
+ return SP_KENKU;
+ }
+}
+
+// TO DO: check whether job and species are compatible...
+unsigned int get_tutorial_job(unsigned int type)
+{
+ switch(type)
+ {
+ case TUT_BERSERK_CHAR:
+ return JOB_BERSERKER;
+ case TUT_MAGIC_CHAR:
+ return JOB_CONJURER;
+ case TUT_RANGER_CHAR:
+ return JOB_HUNTER;
+ default: // use something fancy for debugging
+ return JOB_NECROMANCER;
+ }
+}
+
+// the tutorial welcome screen
+static formatted_string tut_starting_info(unsigned int width)
+{
+ std::string result; // the entire page
+ std::string text; // one paragraph
+
+ result += "<white>Welcome to Dungeon Crawl!</white>" EOL EOL;
+
+ text += "Your object is to lead a ";
+ snprintf(info, INFO_SIZE, "%s %s ", species_name(get_tutorial_species(Options.tutorial_type), 1),
+ get_class_name(get_tutorial_job(Options.tutorial_type)));
+ text += info;
+ text += "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 as death lurks around "
+ "every corner here." EOL EOL;
+ linebreak_string2(text, width);
+ result += formatted_string::parse_string(text);
+
+ result += "For the moment, just remember the following two keys and their functions:" EOL;
+ result += " <white>?</white> - shows the items and the commands" EOL;
+ result += " <white>S</white> - saves the game, to be resumed later (but note that death is permanent)" EOL;
+ result += " <white>x</white> - examine something in your vicinity" EOL EOL;
+
+ text = "This tutorial will help you playing 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):" EOL;
+ linebreak_string2(text, width);
+ result += formatted_string::parse_string(text);
+
+ result += " <darkgray>readme.txt</darkgray> - A very short guide to Crawl." EOL;
+ result += " <darkgray>manual.txt</darkgray> - This contains all details on races, magic, skills, etc." EOL;
+ result += " <darkgray>crawl_options.txt</darkgray> - Crawl's interface is highly configurable. This document " EOL;
+ result += " explains all the options." EOL;
+ result += EOL;
+ result += "Press <white>Space</white> to proceed to the basics (the screen division and movement)." EOL;
+ result += "Press <white>Esc</white> to fast forward to the game start.";
+
+
+ return formatted_string::parse_string(result);
+}
+
+#ifdef TUTORIAL_DEBUG
+static std::string tut_debug_list(int event)
+{
+ switch(event)
+ {
+ case TUT_SEEN_FIRST_OBJECT:
+ return "seen first object";
+ case TUT_SEEN_POTION:
+ return "seen first potion";
+ case TUT_SEEN_SCROLL:
+ return "seen first scroll";
+ case TUT_SEEN_WAND:
+ return "seen first wand";
+ case TUT_SEEN_SPBOOK:
+ return "seen first spellbook";
+ case TUT_SEEN_WEAPON:
+ return "seen first weapon";
+ case TUT_SEEN_MISSILES:
+ return "seen first missiles";
+ case TUT_SEEN_ARMOUR:
+ return "seen first armour";
+ case TUT_SEEN_RANDART:
+ return "seen first random artefact";
+ case TUT_SEEN_FOOD:
+ return "seen first food";
+ case TUT_SEEN_CARRION:
+ return "seen first corpse";
+ case TUT_SEEN_JEWELLERY:
+ return "seen first jewellery";
+ case TUT_SEEN_MISC:
+ return "seen first misc. item";
+ case TUT_SEEN_MONSTER:
+ return "seen first monster";
+ case TUT_SEEN_STAIRS:
+ return "seen first stairs";
+ case TUT_SEEN_TRAPS:
+ return "encountered a trap";
+ case TUT_SEEN_ALTAR:
+ return "seen an altar";
+ case TUT_SEEN_SHOP:
+ return "seen a shop";
+ case TUT_SEEN_DOOR:
+ return "seen a closed door";
+ case TUT_KILLED_MONSTER:
+ return "killed first monster";
+ case TUT_NEW_LEVEL:
+ return "gained a new level";
+ case TUT_SKILL_RAISE:
+ return "raised a skill";
+ case TUT_YOU_ENCHANTED:
+ return "caught an enchantment";
+ case TUT_YOU_SICK:
+ return "became sick";
+ case TUT_YOU_POISON:
+ return "were poisoned";
+ case TUT_YOU_CURSED:
+ return "had something cursed";
+ case TUT_YOU_HUNGRY:
+ return "felt hungry";
+ case TUT_YOU_STARVING:
+ return "were starving";
+ case TUT_MAKE_CHUNKS:
+ return "learned about chunks";
+ case TUT_MULTI_PICKUP:
+ return "read about pickup menu";
+ case TUT_HEAVY_LOAD:
+ return "were encumbered";
+ case TUT_ROTTEN_FOOD:
+ return "carried rotten food";
+ case TUT_NEED_HEALING:
+ return "needed healing";
+ case TUT_NEED_POISON_HEALING:
+ return "needed healing for poison";
+ case TUT_POSTBERSERK:
+ return "learned about Berserk aftereffects";
+ case TUT_RUN_AWAY:
+ return "were told to run away";
+ case TUT_SHIFT_RUN:
+ return "learned about shift-run";
+ case TUT_MAP_VIEW:
+ return "learned about the level map";
+ case TUT_DONE_EXPLORE:
+ return "explored a level";
+ case TUT_YOU_MUTATED:
+ return "caught a mutation";
+ case TUT_NEW_ABILITY:
+ return "gained a divine ability";
+ case TUT_WIELD_WEAPON:
+ return "wielded an unsuitable weapon";
+ default:
+ return "faced a bug";
+ }
+}
+
+static formatted_string tutorial_debug()
+{
+ std::string result;
+ bool lbreak = false;
+ snprintf(info, INFO_SIZE, "Tutorial Debug Screen");
+
+ int i = COLS/2-1 - strlen(info) / 2;
+ result += std::string(i, ' ');
+ result += "<white>";
+ result += info;
+ result += "</white>" EOL EOL;
+
+ result += "<darkgray>";
+ 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());
+ result += info;
+
+ // break text into 2 columns where possible
+ if (strlen(info) >= COLS/2 || lbreak)
+ {
+ result += EOL;
+ lbreak = false;
+ }
+ else
+ {
+ result += std::string(COLS/2-1 - strlen(info), ' ');
+ lbreak = true;
+ }
+ }
+ result += "</darkgray>" EOL EOL;
+
+ snprintf(info, INFO_SIZE, "tutorial_left: %d\n", Options.tutorial_left);
+ 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)));
+
+ result += info;
+
+ return formatted_string::parse_string(result);
+}
+#endif // debug
+
+static formatted_string tutorial_map_intro()
+{
+ std::string result;
+
+ result = "<magenta>"
+ "What you see here is the typical Crawl screen. The upper left map "
+ "shows your hero as the <white>@<magenta> in the center. The parts "
+ "of the map you remember but cannot currently see, will be greyed "
+ "out."
+ "</magenta>" EOL;
+ result += " --more-- Press <white>Escape</white> to skip the basics";
+
+ linebreak_string2(result,COLS);
+ return formatted_string::parse_string(result);
+}
+
+static formatted_string tutorial_stats_intro()
+{
+ std::string result;
+ result += "<magenta>";
+
+ result += "To the right, important properties of " EOL;
+ result += "the character are displayed. The most " EOL;
+ result += "basic one is your health, measured as " EOL;
+ snprintf(info, INFO_SIZE, "<white>HP: %d/%d<magenta>. ", you.hp, you.hp_max);
+ result += info;
+ if (Options.tutorial_type==TUT_MAGIC_CHAR)
+ result += " ";
+ result += "These are your current out " EOL;
+ result += "of maximum health points. When health " EOL;
+ result += "drops to zero, you die. " EOL;
+ snprintf(info, INFO_SIZE, "<white>Magic: %d/%d<magenta>", you.magic_points, you.max_magic_points);
+ result += info;
+ result += " is your energy for casting " EOL;
+ result += "spells, although more mundane actions " EOL;
+ result += "often draw from Magic, too. " EOL;
+ result += "Further down, <white>Str<magenta>ength, <white>Dex<magenta>terity and " EOL;
+ result += "<white>Int<magenta>elligence are shown and provide an " EOL;
+ result += "all-around account of the character's " EOL;
+ result += "attributes. " EOL;
+
+ result += "</magenta>";
+ result += " " EOL;
+ result += " --more-- Press <white>Escape</white> to skip the basics" EOL;
+ result += " " EOL;
+ result += " " EOL;
+
+ return formatted_string::parse_string(result);
+}
+
+static formatted_string tutorial_message_intro()
+{
+ std::string result;
+
+ result = "<magenta>"
+ "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 "
+ "<white>Ctrl-P<magenta>."
+ "</magenta>" EOL;
+ result += " --more-- Press <white>Escape</white> to skip the basics";
+
+ linebreak_string2(result,COLS);
+ return formatted_string::parse_string(result);
+}
+
+static void tutorial_movement_info()
+{
+ std::string text;
+ 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<magenta>. A basic "
+ "command list can be found under <w>?<magenta>, and the most important "
+ "commands will be explained to you as it becomes necessary. ";
+ print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL);
+}
+
+// copied from display_mutations and adapted
+void tut_starting_screen()
+{
+
+ int x1, x2, y1, y2;
+ int MAX_INFO = 4;
+#ifdef TUTORIAL_DEBUG
+ MAX_INFO++;
+#endif
+ char ch;
+
+ for (int i=0; i<=MAX_INFO; i++)
+ {
+ x1 = 1; y1 = 1;
+ x2 = COLS; y2 = get_number_of_lines();
+
+ if (i==1 || i==3)
+ {
+ y1 = 18; // message window
+ }
+ else if (i==2)
+ {
+ x2 = 40; // map window
+ y2 = 18;
+ }
+
+ if (i==0)
+ clrscr();
+
+ gotoxy(x1,y1);
+
+ if (i==0)
+ tut_starting_info(x2).display();
+ else if (i==1)
+ tutorial_map_intro().display();
+ else if (i==2)
+ tutorial_stats_intro().display();
+ else if (i==3)
+ tutorial_message_intro().display();
+ else if (i==4)
+ tutorial_movement_info();
+ else
+ {
+#ifdef TUTORIAL_DEBUG
+ clrscr();
+ gotoxy(x1,y1);
+ tutorial_debug().display();
+#else
+ continue;
+#endif
+ }
+
+ ch = c_getch();
+ redraw_screen();
+ if (ch == ESCAPE)
+ break;
+ }
+}
+
+// once a tutorial character dies, offer some playing hints
+void tutorial_death_screen()
+{
+ Options.tutorial_left = 0;
+ std::string text;
+
+ mpr( "Condolences! Your character's premature perishing is a sad, but "
+ "common occurence in Crawl. Rest assured that with diligence and "
+ "playing experience your characters will last longer.\n", MSGCH_TUTORIAL);
+ mpr( "Perhaps the following advice can improve your playing style:", MSGCH_TUTORIAL);
+ more();
+
+ if (Options.tutorial_type == TUT_MAGIC_CHAR
+ && Options.tut_spell_counter < Options.tut_melee_counter )
+ 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
+ && Options.tut_berserk_counter < 1 )
+ {
+ text = "Don't forget to go berserk when fighting particularly "
+ "difficult foes. It is risky, but makes you faster "
+ "and beefier. Also try to pray prior to battles so that ";
+ text += god_name(you.religion);
+ text += " will soon feel like providing more abilities.";
+ }
+ 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.";
+ else
+ {
+ int hint = random2(6);
+ // If a character has been unusually busy with projectiles and spells
+ // give some other hint rather than the first one.
+ if (Options.tut_throw_counter + Options.tut_spell_counter >= Options.tut_melee_counter
+ && hint == 0)
+ hint = random2(5)+1;
+
+ switch(hint)
+ {
+ case 0:
+ 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.";
+ 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<magenta>, "
+ "<w>.<magenta>, <w>delete<magenta> or <w>keypad-5<magenta>. "
+ "Pressing <w>5<magenta> or <w>shift-and-keypad-5<magenta> will "
+ "let you rest for a longer time (you will stop resting 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.";
+ 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.";
+ 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.";
+ break;
+ default:
+ text = "Sorry, no hint this time, though there should have been one.";
+ }
+ }
+ print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL);
+ more();
+
+ mpr( "See you next game!", MSGCH_TUTORIAL);
+
+ for ( long i = 0; i < TUT_EVENTS_NUM; ++i )
+ Options.tutorial_events[i] = 0;
+}
+
+// if a character survives until Xp 5, the tutorial is declared finished
+// and they get a more advanced playing hint, depending on what they might
+// know by now
+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>?<magenta>) "
+ "will look different from now on. Here's a last playing hint:";
+ print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL);
+ more();
+
+ if (Options.tut_explored)
+ {
+ text = "Walking around and exploring levels gets easier by using "
+ "auto-explore (<w>Ctrl-O<magenta>). You can even make Crawl "
+ "automatically pick up interesting items by setting the "
+ "option <w>explore_greedy=true<magenta> in the init file.";
+ }
+ else if (Options.tut_travel)
+ {
+ text = "There is a convenient way for travelling between far away "
+ "dungeon levels: press <w>Ctrl-G<magenta> and enter the desired "
+ "destination. If your travel gets interrupted, issueing "
+ "<w>Ctrl-G Enter<magenta> will continue it.";
+ }
+ else if (Options.tut_stashes)
+ {
+ text = "You can search among all items existing in the dungeon with "
+ "the <w>Ctrl-F<magenta> command. For example, "
+ "<w>Ctrl-F \"knife\"<magenta> will list all knives. You can then "
+ "travel to one of the spots. It is even possible to enter words "
+ "like <w>\"shop\"<magenta> or <w>\"altar\"<magenta>.";
+ }
+ else
+ {
+ int hint = random2(3);
+ switch (hint)
+ {
+ case 0:
+ text = "The game keeps an automated logbook for your characters. Use "
+ "<w>?:<magenta> to read it. You can enter notes manually with "
+ "the <w>:<magenta> command. Once your character perishes, two "
+ "morgue files are left in the <w>/morgue<magenta> directory. "
+ "The one ending in .txt contains a copy of your logbook. "
+ "During play, you can create a dump file with <w>#<magenta>.";
+ break;
+ case 1:
+ text = "Crawl has a macro function built in: press <w>~m<magenta> "
+ "to define a macro by first specifying a trigger key (say, "
+ "<w>F1<magenta>) and a command sequence, for example "
+ "<w>Za+.<magenta>. The latter will make the <w>F1<magenta> "
+ "key always zap the spell in slot a at the nearest monster. "
+ "For more information on macros, type <w>?~<magenta>.";
+ break;
+ case 2:
+ text = "The interface can be greatly customised. All options are "
+ "explained in the file <w>crawl_options.txt<magenta> which "
+ "can be found in the <w>/docs<magenta> directory. The "
+ "options themselves are set in <w>init.txt<magenta> or "
+ "<w>.crawlrc<magenta>. Crawl will complain when it can't "
+ "find either file.\n";
+ break;
+ default:
+ text = "Oops... No hint for now. Better luck next time!";
+ }
+ }
+ print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL);
+ more();
+
+ for ( long i = 0; i < TUT_EVENTS_NUM; ++i )
+ Options.tutorial_events[i] = 0;
+}
+
+// occasionally remind religious characters of praying
+void tutorial_prayer_reminder()
+{
+ if (Options.tut_just_triggered)
+ return;
+
+ if (coinflip()) // always would be too annoying
+ {
+ std::string text;
+ text = "Remember to <w>p<magenta>ray before battle, so as to dedicate "
+ "your kills to ";
+ text += god_name(you.religion);
+ text += ". Should the monster leave a corpse, consider "
+ "<w>D<magenta>issecting it as a sacrifice to ";
+ text += god_name(you.religion);
+ text += ", as well.";
+ print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL);
+ }
+}
+
+// occasionally remind injured characters of resting
+void tutorial_healing_reminder()
+{
+ if (you.poisoning && 2*you.hp < you.hp_max)
+ {
+ if (Options.tutorial_events[TUT_NEED_POISON_HEALING])
+ learned_something_new(TUT_NEED_POISON_HEALING);
+ }
+ else
+ {
+ if (Options.tutorial_events[TUT_NEED_HEALING])
+ learned_something_new(TUT_NEED_HEALING);
+ else if (you.num_turns - Options.tut_last_healed >= 50 && !you.poisoning)
+ {
+ if (Options.tut_just_triggered)
+ return;
+
+ std::string text;
+ text = "Remember to rest between fights and to enter unexplored "
+ "terrain with full hitpoints and/or magic. For resting, "
+ "press <w>5<magenta> or <w>Shift-numpad 5<magenta>.";
+ print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL);
+ }
+ Options.tut_last_healed = you.num_turns;
+ }
+}
+
+void taken_new_item(unsigned char item_type)
+{
+ switch(item_type)
+ {
+ case OBJ_WANDS:
+ learned_something_new(TUT_SEEN_WAND);
+ break;
+ case OBJ_SCROLLS:
+ learned_something_new(TUT_SEEN_SCROLL);
+ break;
+ case OBJ_JEWELLERY:
+ learned_something_new(TUT_SEEN_JEWELLERY);
+ break;
+ case OBJ_POTIONS:
+ learned_something_new(TUT_SEEN_POTION);
+ break;
+ case OBJ_BOOKS:
+ learned_something_new(TUT_SEEN_SPBOOK);
+ break;
+ case OBJ_FOOD:
+ learned_something_new(TUT_SEEN_FOOD);
+ break;
+ case OBJ_CORPSES:
+ learned_something_new(TUT_SEEN_CARRION);
+ break;
+ case OBJ_WEAPONS:
+ learned_something_new(TUT_SEEN_WEAPON);
+ break;
+ case OBJ_ARMOUR:
+ learned_something_new(TUT_SEEN_ARMOUR);
+ break;
+ case OBJ_MISSILES:
+ learned_something_new(TUT_SEEN_MISSILES);
+ break;
+ case OBJ_MISCELLANY:
+ learned_something_new(TUT_SEEN_MISC);
+ break;
+ case OBJ_STAVES:
+ learned_something_new(TUT_SEEN_STAFF);
+ break;
+ default: /* nothing to be done */
+ return;
+ }
+}
+
+void tutorial_first_monster(monsters mon)
+{
+ if (!Options.tutorial_events[TUT_SEEN_MONSTER])
+ return;
+
+ std::string text = "<magenta>That ";
+ formatted_string st = formatted_string::parse_string(text);
+ st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL));
+ st.formatted_string::add_glyph(&mon);
+ text = " is a monster, usually depicted by a letter. Some typical early monsters ";
+ st += formatted_string::parse_string(text);
+ formatted_mpr(st, MSGCH_TUTORIAL);
+
+ text = "look like <brown>r<magenta>, <w>g<magenta>, <lightgray>b<magenta> or "
+ "<brown>K<magenta>. You can gain information about it by pressing "
+ "<w>x<magenta>, moving the cursor on the monster and then pressing "
+ "<w>v<magenta>. To attack it with your wielded weapon, just move into it.";
+ print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL);
+
+ more();
+
+ if (Options.tutorial_type == TUT_RANGER_CHAR)
+ {
+ text = "However, as a hunter you will want to deal with it using your "
+ "bow. Do this as follows: <w>wbf+.<magenta> where <w>wb<magenta> "
+ "wields the bow, <w>f<magenta> fires appropriate ammunition "
+ "(your arrows) and enters targeting mode. <w>+<magenta> and "
+ "<w>-<magenta> allow you to select the proper monster. Finally, "
+ "<w>Enter<magenta> or <w>.<magenta> fire. If you miss, "
+ "<w>ff<magenta> fires at the previous target again.";
+ print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL);
+ }
+ else if (Options.tutorial_type == TUT_MAGIC_CHAR)
+ {
+ text = "However, as a conjurer you will want to deal with it using magic."
+ "Do this as follows: <w>Za+.<magenta> where <w>Za<magenta> zaps "
+ "the first spell you know, ";
+ text += spell_title(get_spell_by_letter('a'));
+ text += ", and enters targeting mode. <w>+<magenta> and <w>-<magenta> "
+ "allow you to select the proper target. Finally, <w>Enter<magenta> "
+ "or <w>.<magenta> fire. If you miss, <w>Zap<magenta> will "
+ "fire at the previous target again.";
+ print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL);
+ }
+
+ Options.tutorial_events[TUT_SEEN_MONSTER] = 0;
+ Options.tutorial_left--;
+ Options.tut_just_triggered = 1;
+}
+
+void tutorial_first_item(item_def item)
+{
+ if (!Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] || Options.tut_just_triggered)
+ return;
+
+ std::string text = "<magenta>That ";
+ formatted_string st = formatted_string::parse_string(text);
+ st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL));
+ st.formatted_string::add_glyph(&item);
+ text = " is an item. If you move there and press <w>g<magenta> or "
+ "<w>,<magenta> you will pick it up.";
+ st += formatted_string::parse_string(text);
+ formatted_mpr(st, MSGCH_TUTORIAL);
+
+ text = "Generally, items are shown by non-letter symbols like "
+ "<w>%%?!\"=()[<magenta>. Once it is in your inventory, you can drop "
+ "it again with <w>d<magenta>. Several types of objects will usually "
+ "be picked up automatically.";
+ print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL);
+
+ Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] = 0;
+ Options.tutorial_left--;
+ Options.tut_just_triggered = 1;
+}
+
+// Here most of the tutorial messages for various triggers are handled.
+void learned_something_new(unsigned int seen_what, int x, int y)
+{
+ // already learned about that
+ if (!Options.tutorial_events[seen_what])
+ return;
+
+ // don't trigger twice in the same turn
+ if (Options.tut_just_triggered)
+ return;
+
+ std::string text;
+ unsigned short ch, colour;
+
+ switch(seen_what)
+ {
+ case TUT_SEEN_POTION:
+ text = "You have picked up your first potion ('<w>!<magenta>'). Use "
+ "<w>q<magenta> to drink (quaff) it.";
+ break;
+ case TUT_SEEN_SCROLL:
+ text = "You have picked up your first scroll ('<w>?<magenta>'). Type "
+ "<w>r<magenta> to read it.";
+ break;
+ case TUT_SEEN_WAND:
+ text = "You have picked up your first wand ('<w>/<magenta>'). Type "
+ "<w>z<magenta> to zap it.";
+ break;
+ case TUT_SEEN_SPBOOK:
+ get_item_symbol(DNGN_ITEM_BOOK, &ch, &colour);
+ snprintf(info, INFO_SIZE, "%c", ch);
+ text = "You have picked up a spellbook ('<w>";
+ text += info;
+ text += "'<magenta>). You can read it by typing <w>r<magenta>, "
+ "memorise spells via <w>M<magenta> and cast a memorised spell "
+ "with <w>Z<magenta>.";
+
+ if (!you.skills[SK_SPELLCASTING])
+ {
+ text += "\nHowever, first you will have to get accustomed to "
+ "spellcasting by reading lots of scrolls.";
+ }
+ break;
+ case TUT_SEEN_WEAPON:
+ text = "This is the first weapon ('<w>(<magenta>') you've picked up. "
+ "Use <w>w<magenta> 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 with <w>v<magenta>.";
+ if (Options.tutorial_type == TUT_BERSERK_CHAR)
+ {
+ text += "\nAs you're already trained in Axes you should stick with "
+ "these. Checking other axes can be worthwhile.";
+ }
+ break;
+ case TUT_SEEN_MISSILES:
+ text = "This is the first stack of missiles ('<w>)<magenta>') 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. <w>v<magenta> gives 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.";
+ }
+ 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.";
+ }
+ else
+ {
+ text += "\nFor now you might be best off with sticking to darts or "
+ "stones for ranged attacks.";
+ }
+ break;
+ case TUT_SEEN_ARMOUR:
+ text = "This is the first piece of armour ('<w>[<magenta>') you've "
+ "picked up. Use <w>W<magenta> to wear it and <w>T<magenta> to "
+ "take it off again. You can view its properties with "
+ "<w>v<magenta>.";
+
+ if (you.species == SP_CENTAUR || you.species == SP_MINOTAUR)
+ {
+ snprintf( info, INFO_SIZE, "\nNote that as a %s, you will be unable to wear %s.",
+ species_name(you.species, 1), you.species == SP_CENTAUR ? "boots" : "helmets");
+ text += info;
+ }
+ break;
+ case TUT_SEEN_RANDART:
+ text = "Weapons and armour that have unusual descriptions like this "
+ "are much more likely to be of higher enchantment or have "
+ "special properties, good or bad. The rarer the description, "
+ "the greater the potential value of an item.";
+ break;
+ case TUT_SEEN_FOOD:
+ text = "You have picked up some food ('<w>%%<magenta>'). You can eat it "
+ "by typing <w>e<magenta>.";
+ break;
+ case TUT_SEEN_CARRION:
+ text = "You have picked up a corpse ('<w>%%<magenta>'). When a corpse "
+ "is lying on the ground, you can <w>D<magenta>issect with a "
+ "sharp implement. Once hungry you can <w>e<magenta>at the "
+ "resulting chunks (though they may not be healthy).";
+ if (Options.tutorial_type == TUT_BERSERK_CHAR)
+ {
+ text += " During prayer you can offer corpses to ";
+ text += god_name(you.religion);
+ text += " by dissecting them, as well.";
+ }
+ break;
+ case TUT_SEEN_JEWELLERY:
+ text = "You have picked up a a piece of jewellery, either a ring "
+ "('<w>=<magenta>') or an amulet ('<w>\"<magenta>'). Type "
+ "<w>P<magenta> to put it on and <w>R<magenta> to remove it. You "
+ "can view it with <w>v<magenta> although 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<magenta>ielding and "
+ "<w>E<magenta>voking it.";
+ break;
+ case TUT_SEEN_STAFF:
+ get_item_symbol(DNGN_ITEM_STAVE, &ch, &colour);
+ snprintf(info, INFO_SIZE, "%c", ch);
+ text = "You have picked up a magic staff or a rod, both of which are "
+ "represented by '<w>";
+ text += info;
+ text += "<magenta>'. Both must be <w>i<magenta>elded 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 "
+ "<w>E<magenta>voking it. For the latter the power depends on "
+ "your Evocations skill.";
+ break;
+ case TUT_SEEN_STAIRS:
+ if (you.num_turns < 1)
+ return;
+
+ text = "The <w>";
+ text += get_screen_glyph(x,y);
+ text += "<magenta> are some downstairs. You can enter the next (deeper) "
+ "level by following them down (<w>><magenta>). To get back to "
+ "this level again, press <w><<<magenta> while standing on the "
+ "upstairs.";
+
+ break;
+ case TUT_SEEN_TRAPS:
+ text = "Oops... you just entered a trap. An unwary adventurer will "
+ "occasionally stumble into one of these nasty constructions "
+ "depicted by <w>^<magenta>. They can do physical damage (with "
+ "darts or needles, for example) or have other, more magical "
+ "effects, like teleportation.";
+ break;
+ case TUT_SEEN_ALTAR:
+ text = "The <blue>";
+ text += get_screen_glyph(x,y);
+ text += "<magenta> is an altar. You can get information about it by pressing "
+ "<w>p<magenta> while standing on the square. Before taking up "
+ "the responding faith you'll be asked for confirmation.";
+ break;
+ case TUT_SEEN_SHOP:
+ text = "The <yellow>";
+ text += get_screen_glyph(x,y);
+ text += "<magenta> is a shop. You can enter it by typing <w><<<magenta>.";
+ break;
+ case TUT_SEEN_DOOR:
+ if (you.num_turns < 1)
+ return;
+
+ text = "The <w>";
+ text += get_screen_glyph(x,y);
+ text += "<magenta> 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<magenta>, followed by the direction.";
+ 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 ";
+ if (Options.tutorial_type == TUT_BERSERK_CHAR)
+ 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 and Ranged Combat "
+ "skills.";
+ else // if (Options.tutorial_type == TUT_MAGIC_CHAR)
+ text += "with offensive magic will raise your Conjurations and "
+ "Spellcasting skills.";
+
+ if (you.religion != GOD_NO_GOD)
+ {
+ text += "\nTo dedicate your kills to ";
+ text += god_name(you.religion);
+ text += " <w>p<magenta>ray before battle. Not all gods will be "
+ "pleased by doing this.";
+ }
+ break;
+ 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).";
+ 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<magenta>, which can then be "
+ "zapped with <w>Zb<magenta>.";
+ }
+ break;
+ case TUT_SKILL_RAISE:
+ text = "One of your skills just got raised. Type <w>m<magenta> to take "
+ "a look at your skills screen.";
+ break;
+ case TUT_YOU_ENCHANTED:
+ text = "Enchantments of all types can befall you temporarily. "
+ "Abbreviated signalisation appears at the lower end of the stats "
+ "area. Press <w>@<magenta> for more details. A list of all "
+ "possible enchantments is given in the manual.";
+ break;
+ case TUT_YOU_SICK:
+ learned_something_new(TUT_YOU_ENCHANTED);
+ text = "Corpses can be spoiled or inedible, resulting in sickness. "
+ "Also, some monsters' flesh is less palatable than others'. "
+ "During sickness your hitpoints won't regenerate and sometimes "
+ "an attribute may decrease. It wears off with time (wait with "
+ "<w>5<magenta>) or you could quaff a potion of healing.";
+ break;
+ case TUT_YOU_POISON:
+ learned_something_new(TUT_YOU_ENCHANTED);
+ text = "Poison will slowly reduce your hp. It wears off with time "
+ "(wait with <w>5<magenta>) 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.";
+ 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>D<magenta> a corpse with a "
+ "sharp implement. Your starting weapon will do nicely."
+ "Try to dine on chunks in order to save permanent food.";
+ break;
+ case TUT_YOU_STARVING:
+ text = "You are now suffering from terrible hunger. You'll need to "
+ "<w>e<magenta>at something quickly, or you'll die. The safest "
+ "way to deal with this is to simply eat something from your "
+ "inventory rather than wait for a monster to leave a corpse.";
+ 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>,<magenta> or <w>g<magenta> twice "
+ "you can choose items from a menu. This takes less 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.";
+ else
+ 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<magenta>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<magenta>rop them now.";
+ if (you.religion == GOD_TROG || you.religion == GOD_MAKHLEB ||
+ you.religion == GOD_OKAWARU)
+ {
+ text += "\nIf it is a rotting corpse you carry now might be a good "
+ "time to <w>d<magenta>rop and <w>D<magenta>issect it during "
+ "prayer (<w>p<magenta>) as an offer to ";
+ text += god_name(you.religion);
+ text += ".";
+ }
+ break;
+ case TUT_MAKE_CHUNKS:
+ text = "How lucky! That monster left a corpse which you can now "
+ "<w>D<magenta>issect. One or more chunks will appear that you can "
+ "then <w>e<magenta>at. Beware that some chunks may be, "
+ "sometimes or always, hazardous. Only experience can help "
+ "you here.";
+
+ if (you.duration[DUR_PRAYER] &&
+ (you.religion == GOD_OKAWARU || you.religion == GOD_MAKHLEB ||
+ you.religion == GOD_TROG || you.religion == GOD_ELYVILON))
+ {
+ text += "\nNote that dissection under prayer offers the corpse to ";
+ text += god_name(you.religion);
+ text += " - check your god's attitude about this with <w>^<magenta>.";
+ }
+ break;
+ case TUT_SHIFT_RUN:
+ text = "Walking around takes less keystrokes if you press "
+ "<w>Shift-direction<magenta> or <w>/ direction<magenta>. "
+ "That will let you run until a monster comes into sight or "
+ "your character sees something interesting.";
+ break;
+ case TUT_MAP_VIEW:
+ text = "As you explore a level, orientation can become difficult. "
+ "Press <w>X<magenta> to bring up the level map. Typing "
+ "<w>?<magenta> shows the list of level map commands. "
+ "Most importantly, moving the cursor to a spot and pressing "
+ "<w>.<magenta> or <w>Enter<magenta> lets your character move "
+ "there on its own.";
+ break;
+ case TUT_DONE_EXPLORE:
+ text = "You have explored the dungeon on this level. The downstairs look "
+ "like '<w>><magenta>'. Proceed there and press <w>><magenta> to "
+ "go down. ";
+
+ 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<magenta>, <w>.<magenta> or <w>5<magenta> 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<magenta> "
+ "or <w>.<magenta>, or for 100 turns with <w>5<magenta> or "
+ "<w>Shift-numpad 5.";
+ }
+ 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<magenta> or "
+ "<w>shift-numpad-5<magenta> 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<magenta>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.";
+ 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.";
+ 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.berserker)
+ {
+ text += "\nAlso, with ";
+ text += god_name(you.religion);
+ text += "'s support you can use your Berserk ability (<w>a<magenta>) "
+ "to temporarily gain more hitpoints and greater strength. ";
+ }
+ 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<magenta>.";
+ break;
+ case TUT_NEW_ABILITY:
+ text = "You just gained a new ability. Press <w>a<magenta> to take a "
+ "look at your abilities or to use one of them.";
+ break;
+ case TUT_WIELD_WEAPON:
+ text = "You might want to <w>w<magenta>ield a more suitable implement "
+ "when attacking monsters.";
+ if (Options.tutorial_type == TUT_RANGER_CHAR
+ && you.inv[ you.equip[EQ_WEAPON] ].sub_type == WPN_BOW)
+ {
+ text += "You can easily switch between weapons in slots a and "
+ "b by pressing <w>'<magenta>.";
+ }
+ break;
+ case TUT_SEEN_MONSTER:
+ case TUT_SEEN_FIRST_OBJECT:
+ break;
+ default:
+ text += "You've found something new (but I don't know what)!";
+ }
+ if (seen_what != TUT_SEEN_MONSTER && seen_what != TUT_SEEN_FIRST_OBJECT)
+ print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL);
+
+// more();
+
+ Options.tut_just_triggered = true;
+ Options.tutorial_events[seen_what] = 0;
+ Options.tutorial_left--;
+}