diff options
author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-03-14 16:48:11 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-03-14 16:48:11 +0000 |
commit | 0282f209e8d708396f20c99e8b212cfa488aca37 (patch) | |
tree | 8a8cb0f6196a24b315bbad36c96c1306e1da8196 /crawl-ref | |
parent | 49aa51c728460641dbe953544464b8135d069406 (diff) | |
download | crawl-ref-0282f209e8d708396f20c99e8b212cfa488aca37.tar.gz crawl-ref-0282f209e8d708396f20c99e8b212cfa488aca37.zip |
Major overhaul of tutorial messages and clean-up of tutorial.cc
I've also hopefully fixed a bug concerning entry vaults during the tutorial.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1038 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref')
-rw-r--r-- | crawl-ref/source/acr.cc | 4 | ||||
-rw-r--r-- | crawl-ref/source/dungeon.cc | 6 | ||||
-rw-r--r-- | crawl-ref/source/externs.h | 1 | ||||
-rw-r--r-- | crawl-ref/source/fight.cc | 2 | ||||
-rw-r--r-- | crawl-ref/source/menu.cc | 76 | ||||
-rw-r--r-- | crawl-ref/source/menu.h | 2 | ||||
-rw-r--r-- | crawl-ref/source/tutorial.cc | 2648 | ||||
-rw-r--r-- | crawl-ref/source/view.cc | 4 |
8 files changed, 1386 insertions, 1357 deletions
diff --git a/crawl-ref/source/acr.cc b/crawl-ref/source/acr.cc index 0c50ab5ed9..38d0f53351 100644 --- a/crawl-ref/source/acr.cc +++ b/crawl-ref/source/acr.cc @@ -848,13 +848,13 @@ static void input() { tutorial_healing_reminder(); } - else if (you.running < RMODE_REST_DURATION && + else if (!you.running && Options.tutorial_events[TUT_SHIFT_RUN] && you.num_turns >= 200) { learned_something_new(TUT_SHIFT_RUN); } - else if (you.running < RMODE_REST_DURATION && + else if (!you.running && Options.tutorial_events[TUT_MAP_VIEW] && you.num_turns >= 500) { diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc index 7c325b7c21..04df22f0ef 100644 --- a/crawl-ref/source/dungeon.cc +++ b/crawl-ref/source/dungeon.cc @@ -3966,16 +3966,14 @@ static int random_map_for_dlevel(int level_number, bool wantmini = false) if (vault == -1) vault = random_map_for_place(altname, wantmini); + // disallow entry vaults for tutorial (complicates things) if (vault == -1 && you.where_are_you == BRANCH_MAIN_DUNGEON - && level_number == 0) + && level_number == 0 && !Options.tutorial_left) { vault = random_map_for_tag("entry", wantmini); } - if (Options.tutorial_left) - vault = -1; - return (vault); } diff --git a/crawl-ref/source/externs.h b/crawl-ref/source/externs.h index e03b950a8f..f4e4626c87 100644 --- a/crawl-ref/source/externs.h +++ b/crawl-ref/source/externs.h @@ -1305,6 +1305,7 @@ public: unsigned int tut_spell_counter; unsigned int tut_throw_counter; unsigned int tut_berserk_counter; + unsigned int tut_melee_counter; unsigned tut_last_healed; bool tut_just_triggered; diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc index 1e43f6dfea..2714802820 100644 --- a/crawl-ref/source/fight.cc +++ b/crawl-ref/source/fight.cc @@ -498,6 +498,8 @@ bool melee_attack::player_attack() if (player_hits_monster()) { did_hit = true; + if (Options.tutorial_left) + Options.tut_melee_counter++; // This actually does more than calculate damage - it also sets up // messages, etc. diff --git a/crawl-ref/source/menu.cc b/crawl-ref/source/menu.cc index 49f4f52e84..163f50cb4d 100644 --- a/crawl-ref/source/menu.cc +++ b/crawl-ref/source/menu.cc @@ -1150,6 +1150,82 @@ int linebreak_string( std::string& s, int wrapcol, int maxcol ) return breakcount; } +int linebreak_string2( std::string& s, int maxcol ) +{ + size_t loc = 0; + int xpos = 0, spacepos = 0; + int breakcount = 0; + while ( loc < s.size() ) + { + if ( s[loc] == '<' ) // tag + { + // << escape + if ( loc + 1 < s.size() && s[loc+1] == '<' ) + { + ++xpos; + loc += 2; + // Um, we never break on <<. That's a feature. Right. + continue; + } + // skip tag + while ( loc < s.size() && s[loc] != '>' ) + ++loc; + ++loc; + } + else + { + // user-forced newline + if ( s[loc] == '\n' ) + xpos = 0; + // hard linebreak + else if ( xpos > maxcol ) + { + if (spacepos >= xpos-maxcol) + { + loc = spacepos; + s.replace(loc, 1, "\n"); + } + else + s.insert(loc, "\n"); + xpos = 0; + ++breakcount; + } + // soft linebreak + else if ( s[loc] == ' ' && xpos > 0) + { + spacepos = loc; + ++xpos; + } + // bog-standard + else + ++xpos; + + ++loc; + } + } + return breakcount; +} + +// takes a (possibly tagged) string, breaks it into lines and +// prints it into the given message channel +void print_formatted_paragraph(std::string &s, int maxcol, int channel) +{ + linebreak_string2(s,maxcol); + std::string text; + + size_t loc = 0, oldloc = 0; + while ( loc < s.size() ) + { + if (s[loc] == '\n') { + text = s.substr(oldloc, loc-oldloc); + formatted_mpr( formatted_string::parse_string(text), channel ); + oldloc = ++loc; + } + loc++; + } + formatted_mpr( formatted_string::parse_string( s.substr(oldloc, loc-oldloc) ), channel ); +} + bool formatted_scroller::jump_to( int i ) { if ( i == first_entry + 1 ) diff --git a/crawl-ref/source/menu.h b/crawl-ref/source/menu.h index 3a8eb8769e..55eef14f97 100644 --- a/crawl-ref/source/menu.h +++ b/crawl-ref/source/menu.h @@ -373,5 +373,7 @@ protected: int menu_colour(const std::string &itemtext); int linebreak_string( std::string& s, int wrapcol, int maxcol ); +int linebreak_string2( std::string& s, int maxcol ); +void print_formatted_paragraph( std::string &s, int maxcol, int channel = 0); #endif diff --git a/crawl-ref/source/tutorial.cc b/crawl-ref/source/tutorial.cc index bdd66ac589..c2d314a78a 100644 --- a/crawl-ref/source/tutorial.cc +++ b/crawl-ref/source/tutorial.cc @@ -1,1349 +1,1299 @@ -/* - * 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 "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" - EOL "* - Random tutorial; X - Quit" - 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_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 += "<magenta>Welcome to Dungeon Crawl!</magenta>" 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, "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>"; - result += "What you see here is the typical Crawl screen. The upper left map shows your " EOL; - result += "hero as the <white>@<magenta> in the center. The parts of the map you remember but cannot " EOL; - result += "currently see, will be greyed out." EOL; - result += "</magenta>"; - result += "[--more-- Press <white>Escape</white> to skip the basics]"; - - 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>"; - result += "This lower part of the screen is reserved for messages. Everything related to " EOL; - result += "the tutorial is shown in this colour. If you missed something, previous messages " EOL; - result += "can be shown again with <white>Ctrl-P<magenta>. " EOL; - result += "</magenta>"; - result += "[--more-- Press <white>Escape</white> to skip the basics]"; - - return formatted_string::parse_string(result); -} - -static void tutorial_movement_info() -{ - snprintf(info, INFO_SIZE, "To move your character, use the numpad; try Numlock both on and off. If your "); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "system has no number pad, or if you are familiar with the vi keys, movement is "); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "also possible with <w>hjklyubn<magenta>. A basic command list can be found under <w>?<magenta>, and the "); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "most important commands will be explained to you as it becomes necessary. "); - formatted_mpr(formatted_string::parse_string(info), 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 = 19; // 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; - - } - // too important to break off early - -} - -void tutorial_death_screen() -{ - Options.tutorial_left = 0; - - mpr( "Welcome to Crawl! Stuff like this happens all the time.", MSGCH_TUTORIAL, 0); - mpr( "Okay, that didn't go too well. Maybe you need to change your tactics. Here's one out of several hints:", MSGCH_TUTORIAL); - more(); - - int hint = random2(6); - switch(hint) - { - case 0: - snprintf(info2, INFO2_SIZE, "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."); - mpr(info2, MSGCH_TUTORIAL); - break; - case 1: - snprintf(info2, INFO2_SIZE, "Learn when to run away from things you can't handle - this is important! " - "It is often wise to skip a dangerous level. But don't overdo this as monsters will only get harder " - "the deeper you get."); - mpr(info2, MSGCH_TUTORIAL); - break; - case 2: -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "Rest between encounters. In Crawl, searching and resting are one and the same."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "To search for one turn, press <w>s<magenta>, <w>.<magenta>, <w>delete<magenta> or <w>keypad-5<magenta>. Pressing <w>5<magenta> or"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "<w>shift-and-keypad-5<magenta> will let you rest for a longer time (you will stop resting"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "when fully healed)."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case 3: - snprintf(info2, INFO2_SIZE, "Always consider using projectiles before engaging monsters in close combat."); - mpr(info2, MSGCH_TUTORIAL); - break; // check Options.tut_throw_counter - case 4: - snprintf(info2, INFO2_SIZE, "If you are badly wounded, you can run away from monsters to buy some time. " - "Try losing them in corridors or find a place where you can run around in circles to heal while the " - "monster chases you."); - mpr(info2, MSGCH_TUTORIAL); - break; - case 5: - snprintf(info2, INFO2_SIZE, "Never fight more than one monster if you can help it. Always back into a " - "corridor so that they must fight you one on one."); - mpr(info2, MSGCH_TUTORIAL); - break; - default: - snprintf(info2, INFO2_SIZE, "Sorry, no hint this time, although there should have been one."); - mpr(info2, MSGCH_TUTORIAL); - } - more(); - if (Options.tutorial_type == TUT_MAGIC_CHAR && Options.tut_spell_counter < 10 ) - mpr( "As a Conjurer your main weapon should be offensive magic. Cast spells more often!", MSGCH_TUTORIAL); - else if (Options.tutorial_type == TUT_BERSERK_CHAR && Options.tut_berserk_counter < 1 ) - mpr( "Also remember to use Berserk when fighting stronger foes.", MSGCH_TUTORIAL); - else if (Options.tutorial_type == TUT_RANGER_CHAR && Options.tut_throw_counter < 10 ) - mpr( "Also remember to use your bow and arrows against distant monsters.", MSGCH_TUTORIAL); - - mpr( "See you next game!", MSGCH_TUTORIAL); - - for ( long i = 0; i < TUT_EVENTS_NUM; ++i ) - Options.tutorial_events[i] = 0; -} - -void tutorial_finished() -{ - Options.tutorial_left = 0; - snprintf(info, INFO_SIZE, "That's it for now: For the time being you've learned enough, so we'll let you "); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "find out the rest for yourself. If you haven't already done so you might try a "); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "different tutorial sometime to gain an insight into other aspects of Crawl. "); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Note that from now on the help screen (<w>?<magenta>) will look a bit different. Let us say"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "goodbye with a playing hint:"); - mpr(info, MSGCH_TUTORIAL); - more(); - - if (Options.tut_explored) - { - snprintf(info, INFO_SIZE, "Walking around and exploring levels gets easier by using auto-explore (<w>Ctrl-O<magenta>)."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - else if (Options.tut_travel) - { -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "There is a convenient way for travelling between far away dungeon levels: press"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "<w>Ctrl-G<magenta> and enter the desired destination. If your travel gets interrupted,"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "issueing <w>Ctrl-G Enter<magenta> will continue it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - else if (Options.tut_stashes) - { - snprintf(info, INFO_SIZE, "To keep an account on the great many items scattered throughout the dungeon,"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "use the <w>Ctrl-F<magenta> command. This lets you find anything that matches the word you"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "entered. For example, <w>Ctrl-F \"knife\"<magenta> will list all places where knives have"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "been seen. Also, by pressing the letter of one the spots, you will be able to"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "travel there automatically. It is even possible to search for dungeon features"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "like <w>\"shop\"<magenta>, <w>\"altar\"<magenta>, or for more general terms like <w>\"blade\"<magenta>. The latter"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "will search for all weapons falling into either the Short Blades or the Long"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Blades classes."); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "For those familiar with regular expressions: these can be used here as well."); - mpr(info, MSGCH_TUTORIAL); - } - else - { - switch (random2(2)+3) - { - case 3: - snprintf(info, INFO_SIZE, "The game will keep an automated logbook for your characters. Use <w>?:<magenta> to read it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "You can also enter notes manually with the <w>:<magenta> command. Once your character"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "perishes, two morgue files will be left (look in the <w>/morgue<magenta> directory). The"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "one ending in txt contains a copy of your logbook."); - mpr(info, MSGCH_TUTORIAL); - break; - case 4: - snprintf(info, INFO_SIZE, "Crawl has a macro function built in: press <w>~m<magenta> to define a macro by first"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "specifying a trigger key (say, <w>F<magenta>) and a command sequence. So, for example"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "<w>~mFZa+.<magenta> will make the <w>F<magenta> key always zap the spell in slot a on the nearest"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "monster. Do not overwrite crucial commands! The functions keys F1-F12 are"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "generally safe. The <w>~<magenta> also lets you define keybindings. These are useful when"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "some keys do not work as expected on your system. In addition, you can define"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "macro-type sequences for the level map or targeting modes only."); - mpr(info, MSGCH_TUTORIAL); - break; - /* - case 5: - snprintf(info2, INFO2_SIZE, "You can use the <w>{<magenta> command to inscribe some words on one of your items. " - "Besides general item-related notes, there are some further functions for this: inscribing <w>@w1<magenta> on a weapon " - "lets you wield it with <w>w1<magenta>, regardless of the inventory letter (<w>1<magenta> can be replaced by any digit and <w>w<magenta> " - "could be any action key or <w>*<magenta>, meaning all actions). Inscribing <w>!d<magenta> will ask you before dropping the item."); - break; - case 6: - snprintf(info2, INFO2_SIZE, "The interface can be greatly customised. All options are explained in the file " - "<w>crawl_options.txt<magenta> which should be in the <w>/docs<magenta> directory. The options are set in <w>init.txt<magenta> or <w>white .crawlrc<magenta>. " - "Crawl will complain when it can't find either.\n" - "Options of the yes/no (or true/false) type appear the opposite of their default, e.g. <w>\"#show_turns = false\"<magenta>. " - "Just removing the comment sign <w><magenta> will change the behaviour of such options. Other options require numbers/words as " - "arguments - read the doc file for these."); - break; - */ - default: - snprintf(info2, INFO2_SIZE, "Oops... No hint for now. Better luck next time!"); - } - } - mpr("Have a crunchy Crawling!", MSGCH_TUTORIAL, 0); - more(); - - Options.tutorial_left = 0; - 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 - snprintf(info, INFO_SIZE, "Remember to <w>p<magenta>ray before battle, so as to dedicate your kills to %s. ", god_name(you.religion)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Should the monster leave a corpse, consider <w>D<magenta>issecting it as a sacrifice to"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "%s, as well.", god_name(you.religion)); - mpr(info, 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; - snprintf(info, INFO_SIZE, "Remember to rest between fights and to enter unexplored terrain with full"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "hitpoints and/or magic. To do this, press <w>5<magenta>."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - Options.tut_last_healed = you.num_turns; - } -} - -void taken_new_item(unsigned char item_type) -{ -/* - if (Options.tutorial_events[TUT_SEEN_FIRST_OBJECT]) - learned_something_new(TUT_SEEN_FIRST_OBJECT); -*/ - 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 help = "<magenta>That "; - formatted_string st = formatted_string::parse_string(help); - st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL)); - st.formatted_string::add_glyph(&mon); - help = " is a monster, usually depicted by letters, e.g. typical early monsters "; - st += formatted_string::parse_string(help); - formatted_mpr(st, MSGCH_TUTORIAL); - - learned_something_new(TUT_SEEN_MONSTER); -} - -void tutorial_first_item(item_def item) -{ - if (!Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] || Options.tut_just_triggered) - return; - - std::string help = "<magenta>That "; - formatted_string st = formatted_string::parse_string(help); - st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL)); - st.formatted_string::add_glyph(&item); - help = " is an item. If you move to this spot and press <w>g<magenta> or <w>,<magenta> you can pick it up."; - st += formatted_string::parse_string(help); - formatted_mpr(st, MSGCH_TUTORIAL); - - learned_something_new(TUT_SEEN_FIRST_OBJECT); -} - -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 && seen_what != TUT_SEEN_MONSTER) - return; - - // If seeing something right at game start wait for input -/* if (!you.num_turns && !you.turn_is_over && getch() == 0) - getch(); -*/ - switch(seen_what) - { - case TUT_SEEN_FIRST_OBJECT: -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "Generally, items are shown by non-letter symbols like <w>%%?!\"=()[<magenta>. Once picked up,"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "you can drop it again with <w>d<magenta>. Depending on the current options, several types of"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "objects will be picked up automatically."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_POTION: - snprintf(info, INFO_SIZE, "You have picked up your first potion ('<w>!<magenta>'). Use <w>q<magenta> to quaff (drink) it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_SCROLL: - snprintf(info, INFO_SIZE, "You have picked up your first scroll ('<w>?<magenta>'). Type <w>r<magenta> to read it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_WAND: - snprintf(info, INFO_SIZE, "You have picked up your first wand ('<w>/<magenta>'). Type <w>z<magenta> to zap it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_SPBOOK: - snprintf(info, INFO_SIZE, "You have picked up a spellbook ('<w>+<magenta>' or '<w>:<magenta>'). You can read it by typing <w>r<magenta>,"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "memorise spells via <w>M<magenta> and cast a memorised spell with <w>Z<magenta>."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - if (you.skills[SK_SPELLCASTING]) - { - snprintf(info, INFO_SIZE, "However, for now you will be unable to do so. First your mind has to become"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "accustomed to using magic by reading lots of scrolls."); - mpr(info, MSGCH_TUTORIAL); - } - break; - case TUT_SEEN_WEAPON: - snprintf(info, INFO_SIZE, "This is the first weapon ('<w>(<magenta>') you've picked up. Use <w>w<magenta> to wield it, but be"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "aware that this weapon might use a different skill from the one you've been"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "training with your current one. You can use <w>v<magenta> (followed by the weapon's letter)"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "to find out about that and other extras the weapon might have. To take a look at"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "your skills, press <w>m<magenta>."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_MISSILES: - snprintf(info, INFO_SIZE, "This is the first stack of missiles ('<w>)<magenta>') you've picked up. Darts can be thrown"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "by hand, but other missile types like arrows and needles require a launcher (and"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "training in using it) to be really effective. <w>v<magenta> gives more information about"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "both missiles and launcher."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - if (Options.tutorial_type == TUT_RANGER_CHAR) - { - snprintf(info, INFO_SIZE, "As 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) - { - snprintf(info2, INFO2_SIZE, "However, as a spellslinger you don't really need another type of ranged attack, unless there's another effect in addition to damage."); - } - else - { - snprintf(info2, INFO2_SIZE, "For now you might be best off with sticking to darts or stones for ranged attacks."); - } - mpr(info2, MSGCH_TUTORIAL, 1); - break; - case TUT_SEEN_ARMOUR: - snprintf(info, INFO_SIZE, "This is the first piece of armour ('<w>[<magenta>') you've picked up. Use <w>W<magenta> to wear it and"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "<w>T<magenta> to take it off again. You can also use <w>v<magenta> (followed by the armour's letter)"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "to get some information about it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - if (you.species == SP_CENTAUR) - { - snprintf( info, INFO_SIZE, "Note that as a %s, you will be unable to wear boots.", species_name(you.species, 1) ); - mpr(info, MSGCH_TUTORIAL); - } - else if (you.species == SP_MINOTAUR) - { - snprintf( info, INFO_SIZE, "Note that as a %s, you will be unable to wear helmets.", species_name(you.species, 1) ); - mpr(info, MSGCH_TUTORIAL); - } - break; - case TUT_SEEN_RANDART: - snprintf(info, INFO_SIZE, "Weapons and armour that have descriptions like this are more likely to be of higher" - "enchantment or have special properties, good or bad."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_SEEN_FOOD: - snprintf(info, INFO_SIZE, "You have picked up some food ('<w>%%<magenta>'). You can eat it by typing <w>e<magenta>."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_CARRION: - snprintf(info, INFO_SIZE, "You have picked up a corpse ('<w>%%<magenta>'). You can dissect it with <w>D<magenta> - it needs to be"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "on the ground for that to work, though - and <w>e<magenta>at the resulting chunks (though"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "they may not be healthy). During prayer you can offer corpses to your god by dissecting them, as well."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_SEEN_JEWELLERY: - snprintf(info, INFO_SIZE, "You have picked up a a piece of jewellery, either a ring ('<w>=<magenta>') or an amulet"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "an amulet ('<w>\"<magenta>'). Type <w>P<magenta> to put it on and <w>R<magenta> to remove it. You can also use <w>v<magenta>"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "(followed by the appropriate letter) to get some information about it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_MISC: - snprintf(info, INFO_SIZE, "This is a strange object. You can play around with it to find out what it does"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "by <w>w<magenta>ielding and <w>E<magenta>voking it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_MONSTER: -// snprintf(info, INFO_SIZE, "The %s is a monster, usually depicted by letters, e.g. typical early monsters are", st.c_str()); - snprintf(info, INFO_SIZE, "are <brown>r<magenta>, <w>g<magenta>, <lightgray>b<magenta> or <brown>K<magenta>. You can gain some information about it by pressing <w>x<magenta>, moving"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "the cursor on the monster and then pressing <w>v<magenta>. To attack it with your current"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "weapon, simply move into it."); - mpr(info, MSGCH_TUTORIAL); - - if (Options.tutorial_type == TUT_RANGER_CHAR) - { - more(); - snprintf(info, INFO_SIZE, "However, as a hunter you might want to deal with it using your bow. Do this"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "with the following keypresses: <w>wbf+.<magenta> Here, <w>wb<magenta> wields the bow, <w>f<magenta> fires"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "appropriate ammunition (your arrows) and enters targeting mode. A very simple"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "way to aim is by pressing <w>+<magenta> and <w>-<magenta> until you target the proper monster. Finally,"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "<w>.<magenta> or <w>Enter<magenta> will fire. If you miss, <w>ff<magenta> will fire at the previous target."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - else if (Options.tutorial_type == TUT_MAGIC_CHAR) - { - more(); - snprintf(info, INFO_SIZE, "However, as a conjurer you might want to deal with it using magic. Do this"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "with the following key presses: <w>Za+.<magenta> Here, <w>Za<magenta> zaps the first spell you know,"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "%s, and enters targeting mode. A very simple way to aim is by ", spell_title(get_spell_by_letter('a'))); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "pressing <w>+<magenta> and <w>-<magenta> until you target the proper monster. Finally, fire by pressing"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "<w>.<magenta> or <w>Enter<magenta>. If you miss, <w>Zap<magenta> will fire at the previous target."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - break; - case TUT_SEEN_STAIRS: - snprintf(info, INFO_SIZE, "These are some downstairs. You can enter the next (deeper) level by following"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "them down (<w>><magenta>). To get back to this level again, press <w><<<magenta> while standing on the"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "upstairs."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_SEEN_TRAPS: - snprintf(info, INFO_SIZE, "Oops... you just entered a trap. An unwary adventurer will occasionally stumble"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "into one of these nasty constructions depicted by <w>^<magenta>. They can do physical"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "damage (with darts or needles, for example) or have other, more magical " - "effects, e.g. teleportation."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_SEEN_ALTAR: - snprintf(info, INFO_SIZE, "The <w>_<magenta> is an altar. You can get information about it or join this god by pressing"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "<w>p<magenta> while standing on the square. Don't worry: You'll be asked for confirmation!"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_SHOP: - snprintf(info, INFO_SIZE, "The <w>%c<magenta> is a shop. You can enter it same as you would a new level, by typing <w><<<magenta>.", get_screen_glyph(x,y)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_DOOR: - snprintf(info, INFO_SIZE, "The <w>%c<magenta> is a closed door. You can open it by walking into it.", get_screen_glyph(x,y)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Sometimes it is useful to close a door. Do so by pressing <w>c<magenta>, followed by the"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "direction."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_KILLED_MONSTER: - snprintf(info, INFO_SIZE, "Congratulations, your character just gained some experience by killing this " - "monster! By taking actions, certain skills will be trained and become better."); - mpr(info, MSGCH_TUTORIAL); - if (/*Options.tutorial_type == TUT_MELEE_CHAR ||*/ Options.tutorial_type == TUT_BERSERK_CHAR) - snprintf(info, INFO_SIZE, "For example, killing monsters in melee battle will raise your Axes and Fighting skills."); - else if (Options.tutorial_type == TUT_RANGER_CHAR) - snprintf(info, INFO_SIZE, "For example, killing monsters using bow and arrows will raise your Bows and Ranged Combat skills."); - else //if (Options.tutorial_type == TUT_MAGIC_CHAR) - snprintf(info, INFO_SIZE, "For example, killing monsters with offensive magic will raise your Conjurations" "and Spellcasting skills."); - mpr(info, MSGCH_TUTORIAL); - - if (you.religion != GOD_NO_GOD) - { - snprintf(info, INFO_SIZE, "To dedicate your kills to %s, pray (<w>p<magenta>) before battle. ", god_name(you.religion)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Not all gods will be equally pleased at doing this, nor will they accept every kill."); - mpr(info, MSGCH_TUTORIAL); - } - break; - case TUT_NEW_LEVEL: - snprintf(info2, INFO2_SIZE, "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)."); - mpr(info2, MSGCH_TUTORIAL); - if (Options.tutorial_type == TUT_MAGIC_CHAR) - { - snprintf(info, INFO_SIZE, "New experience levels will let you learn more spells (the Spellcasting skill"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "also does this). For now, you should try to memorise the second spell of your"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "starting book with <w>M<magenta>, the letter of the book, and <w>b<magenta>. Once learnt, you can zap"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "it with <w>Zb<magenta>."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - break; - case TUT_SKILL_RAISE: - snprintf(info, INFO_SIZE, "One of your skills just got raised. Type <w>m<magenta> to take a look at your skills screen."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_YOU_ENCHANTED: - snprintf(info, INFO_SIZE, "Enchantments of all types can befall you temporarily. Abbreviated signalisation"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "appears at the lower end of the stats area. Press <w>@<magenta> for more details. A list of"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "all possible enchantments is given in the manual."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_YOU_SICK: - learned_something_new(TUT_YOU_ENCHANTED); - snprintf(info, INFO_SIZE, "Sometimes corpses become spoiled or inedible, resulting in sickness. Also, some"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "monsters' flesh is less palatable than others'. While sick, your hitpoints will"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "not regenerate, and sickness often takes a toll on your body. It wears off with"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "time (wait with <w>5<magenta>) or, if you've got the means, you could heal yourself."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_YOU_POISON: - learned_something_new(TUT_YOU_ENCHANTED); - snprintf(info, INFO_SIZE, "Poison will slowly reduce your hp. It wears off with time (wait with <w>5<magenta>) or, if"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "you've got the means, you could heal yourself."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_YOU_CURSED: - snprintf(info2, INFO2_SIZE, "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 to remove the curse."); - mpr(info2, MSGCH_TUTORIAL); - break; - case TUT_YOU_HUNGRY: - snprintf(info, INFO_SIZE, "There are two ways to overcome hunger: food rations you started with or found,"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "and selfmade food from corpses. To get the latter, all you need to do is chop"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "up a corpse, that is, <w>D<magenta>issect it while standing on the corpse in question. You"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "need to wield a sharp weapon to do that. Your starting weapon will do nicely."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_YOU_STARVING: - snprintf(info, INFO_SIZE, "You are now suffering from terrible hunger. You'll need to <w>e<magenta>at something"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "quickly, or you'll starve. The safest way to deal with this is to simply eat something from"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "your inventory rather than wait for a monster to leave a corpse."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_MULTI_PICKUP: - snprintf(info, INFO_SIZE, "There's a more comfortable way to pick up several items at the same time. If"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "you press <w>,<magenta> or <w>g<magenta> twice you can choose items from a menu. This takes"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "less keystrokes but has no influence on the number of turns needed. Multi-pickup will be"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "interrupted by a monster attacking you or similar potentially dangerous events."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_HEAVY_LOAD: - if (you.burden_state != BS_UNENCUMBERED) - snprintf(info, INFO_SIZE, "It is not usually a good idea to run around encumbered; it slows you down and increases your hunger."); - else - snprintf(info, INFO_SIZE, "Sadly, your inventory is limited to 52 items, and it appears your knapsack is full."); - mpr(info, MSGCH_TUTORIAL); - - snprintf(info, INFO_SIZE, "However, this is easy enough to rectify: simply <w>d<magenta>rop some of the stuff you"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "don't need or that's too heavy to lug around permanently."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_ROTTEN_FOOD: - snprintf(info, INFO_SIZE, "One or more of the chunks or corpses you carry has started to rot. Few races"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "can digest these safely, so you might just as well <w>d<magenta>rop them now."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - if (you.religion == GOD_TROG || you.religion == GOD_MAKHLEB || you.religion == GOD_OKAWARU) - { - snprintf(info, INFO_SIZE, "Also, if it is a rotting corpse you carry now might be a good time to <w>d<magenta>rop"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "and <w>D<magenta>issect it during prayer (<w>p<magenta>) as an offer to %s.", god_name(you.religion)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - break; - case TUT_MAKE_CHUNKS: - snprintf(info, INFO_SIZE, "How lucky! You just killed a monster which left a corpse. Standing over the"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "corpse, you can press <w>D<magenta> to dissect it. One or more chunks will appear, which"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "can be eaten with <w>e<magenta>."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Be warned that not all chunks are edible, some never, others only sometimes. Only experience will " - "help you, here. But remember that you are what you eat."); - mpr(info, MSGCH_TUTORIAL); - - if (you.duration[DUR_PRAYER] && - (you.religion == GOD_OKAWARU || you.religion == GOD_MAKHLEB || you.religion == GOD_TROG || you.religion == GOD_ELYVILON)) - { - snprintf(info, INFO_SIZE, "Note that doing this while praying will instead sacrifice it to %s.", god_name(you.religion)); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "You can figure out your god's opinion about this with <w>^<magenta>.)"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - break; - case TUT_SHIFT_RUN: - snprintf(info, INFO_SIZE, "Walking around takes less keystrokes if you press <w>Shift<magenta> while moving. That will"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "let you run into the specified direction until a monster comes into sight or your character " - "sees something interesting. Shift-running does not reduce the number of turns needed to move."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_MAP_VIEW: - snprintf(info, INFO_SIZE, "As you explore more and more of a level, orientation becomes rather difficult."); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Here the map overview comes in handy: Press <w>X<magenta> to see a much larger portion of"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "the map. You can easily return to the main screen with a number of keys. If you"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "move your cursor while on the level map and then press <w>.<magenta> your character will"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "attempt to move there on his own. Travel will be interrupted by monsters"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "stepping into sight, but can be resumed by pressing <w>X.<magenta> once more. Also, <w><<<magenta> and <w>><magenta>"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "can be used as shortcuts for cycling through the known staircases."); - mpr(info, MSGCH_TUTORIAL); - break; -/* - case TUT_AUTOEXPLORE: - snprintf(info2, INFO2_SIZE, "Exploration of a level gets even easier by another shortcut command: <w>Ctrl-O<magenta> will automatically move towards the " - "nearest unexplored part of the map, but stop whenever you find something interesting or a monster moves into sight."); - break; -*/ - case TUT_DONE_EXPLORE: - snprintf(info, INFO_SIZE, "You have explored the dungeon on this level. Search for some downstairs, which"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "look like this: '<w>><magenta>'. In order to descend, press <w>><magenta> when standing on such a"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "staircase."); - mpr(info, MSGCH_TUTORIAL); - if (Options.tutorial_events[TUT_SEEN_STAIRS]) - { - snprintf(info, INFO_SIZE, "In rare cases, you may have found no downstairs at all. Try searching for"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "secret doors in suspicious looking spots; use <w>s<magenta>, <w>.<magenta> or <w>5<magenta> to do so."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - else - { - snprintf(info, INFO_SIZE, "Each level of Crawl has at least three up and three down stairs. If you've"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "encountered less than that, you've explored only part of this level. The rest"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "may be accessible via another level or through secret doors. To find the"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "latter, try searching the walls with <w>s<magenta>, <w>.<magenta> (search for one turn) or <w>5<magenta> (search"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "longer)."); - mpr(info, MSGCH_TUTORIAL); - } - break; - case TUT_NEED_HEALING: - snprintf(info, INFO_SIZE, "If you're low on hitpoints or magic and there's no urgent need to move, you can"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "rest for a bit. Press <w>5<magenta> or <w>shift-numpad-5<magenta> to do so."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_NEED_POISON_HEALING: -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "Your poisoning could easily kill you, so now would be a good time to <w>q<magenta>uaff a"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "potion of heal wounds, or better yet, a potion of healing. If you haven't seen"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "one of these so far, try unknown ones in your inventory. Good luck!"); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_POSTBERSERK: - snprintf(info, INFO_SIZE, "Berserking is extremely exhausting! It burns a lot of nutrition, and afterwards"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "you are slowed down and occasionally even pass out."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_RUN_AWAY: - snprintf(info2, INFO2_SIZE, "Sometimes, when you've got only few hitpoints left and you're in danger of dying, retreat might be " - "the best option. %sTry to shake off any monster following you by leading them through corridors, or once there's some space between you " - "and your pursuer, change levels.", (you.species == SP_CENTAUR ? "As a four-legged centaur you are particularly well equipped " - "for doing so. " : "") ); - mpr(info2, MSGCH_TUTORIAL); - if (Options.tutorial_type == TUT_BERSERK_CHAR && !you.berserker) - { - snprintf(info, INFO_SIZE, "Also, with %s's support you can use your Berserk ability (<w>a<magenta>) to ", god_name(you.religion)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "temporarily gain more hitpoints and greater strength. Be warned that going into"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "a frenzy like that also has its drawbacks."); - mpr(info, MSGCH_TUTORIAL); - } - break; - case TUT_YOU_MUTATED: - snprintf(info2, INFO_SIZE, "Mutations can be obtained from several sources, among them potions of " - "mutations, spell miscasts, and overuse of strong enchantments like Haste or " - "Invisibility. The only reliable way to get rid of mutations is with potions of " - "cure mutation. Almost all mutations occur in three degrees. There are about as " - "many harmful as beneficial mutations."); - mpr(info2, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "To have a look at your mutations press <w>A<magenta>."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_NEW_ABILITY: - snprintf(info, INFO_SIZE, "You just gained a new ability. Press <w>a<magenta> to take a look at your abilities or use"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "one of them."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_WIELD_WEAPON: - snprintf(info, INFO_SIZE, "You might want to <w>w<magenta>ield a more suitable implement when attacking monsters."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - if (item_cursed( you.inv[ you.equip[EQ_WEAPON] ] )) - { - snprintf(info, INFO_SIZE, "To get rid of the curse you need to read a scroll of remove curse or enchant weapon."); - mpr(info, MSGCH_TUTORIAL); - } - else if (Options.tutorial_type == TUT_RANGER_CHAR && you.inv[ you.equip[EQ_WEAPON] ].sub_type == WPN_BOW) - { -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "You can easily switch between your primary (a) and secondary (b) weapon by "); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "pressing <w>'<magenta>."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - break; - default: -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "You've found something new (but I don't know what)!"); - mpr(info, MSGCH_TUTORIAL); - } - more(); - - Options.tut_just_triggered = true; - - Options.tutorial_events[seen_what] = 0; - Options.tutorial_left--; - - // there are so many triggers out there, chances that all will be called are small -/* if (Options.tutorial_left < 10) - tutorial_finished(); */ -} +/*
+ * 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) {
+ mpr("return from tutorial check");
+ 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;
+}
+
+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);
+}
+
+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--;
+}
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc index 24c86b78e5..bf6fc3b1fc 100644 --- a/crawl-ref/source/view.cc +++ b/crawl-ref/source/view.cc @@ -3444,9 +3444,9 @@ void viewwindow(bool draw_it, bool do_updates) if (object) { if (is_feature('>',gx,gy)) - learned_something_new(TUT_SEEN_STAIRS); + learned_something_new(TUT_SEEN_STAIRS,gx,gy); else if (is_feature('_',gx,gy)) - learned_something_new(TUT_SEEN_ALTAR); + learned_something_new(TUT_SEEN_ALTAR,gx,gy); else if (grd[gx][gy] == DNGN_CLOSED_DOOR && see_grid( gx, gy )) learned_something_new(TUT_SEEN_DOOR,gx,gy); else if (grd[gx][gy] == DNGN_ENTER_SHOP && see_grid( gx, gy )) |