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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .cc, moving its contents into the new stepdown.cc and strings.cc. (The latter also got many donations from libutil.h.) Down with stuff! Up the new flesh!
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Reverse the order of arguments in mpr_nojoin().Adam Borowski2013-11-291-3/+3
| | | | | | | The old one was quite bizarre, inconsistent with mprf(). Only two cases used the default channel (mpr_nojoin() is quite special...), so I did not add an overload with the default.
* Can "You die..." messageChris Oelmueller2013-11-281-1/+2
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* Rename mprnojoin to mpr_nojoinChris Oelmueller2013-11-281-7/+7
| | | | For consistency with mpr_nocap, mpr_comma_separated_list and friends.
* Axe a buttload of useless #includes.Adam Borowski2013-11-031-1/+0
| | | | | Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests it's unlikely they're affected.
* Fix typos in tutorial/hints mode messagesChris Oelmueller2013-07-231-1/+1
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* Indentation fixes.Adam Borowski2012-12-051-1/+1
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* Remove unnecessary includes from header files.Jay3.14152012-10-231-1/+1
| | | | | | | | | | For most header files, this only saves on having to recompile a small number of source files, but there are also a few headers where small changes would now take significantly less time. This is most obvious for the Tiles build for which the dependencies have been greatly reduced, so that the only additional includes when compared to console are strictly library or tile related.
* Replace {get,set,}_{sprint,tutorial}_map() with crawl_state.map.Samuel Bronson2011-10-171-17/+0
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* Get rid of get_sprint_maps() and get_tutorial_maps().Samuel Bronson2011-10-171-5/+0
| | | | | Since the tag for each gametype is now just the name of that gametype, _choose_gamemode_map() can just look the maps up itself.
* Rename "tutorial_start" tag to "tutorial" (the gametype name).Samuel Bronson2011-10-171-1/+1
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* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-4/+4
| | | | | | | "File:" is shown in your editor's status bar. "Written by:" was used only for the first person who changed a file. We got git for that now, and pre-DCSS history is so woefully inaccurate it doesn't really matter.
* Add a tutorial message when chunks in your inventory become rotten.Johanna Ploog2011-02-171-0/+3
| | | | | | | I would have prefered giving a message when you try to eat them, but the eating code is stretched enough that I gave up trying the right hook. A tiles-only trigger would be easy, but I want it to work for console, too.
* Various tutorial tweaks, mostly wording fixes.Johanna Ploog2011-02-031-1/+3
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* Initialise some tutorial triggers in the maps themselves.Johanna Ploog2011-01-291-0/+18
| | | | | | Make sure the hints pertaining to shared events (gaining an xp level, something being cursed) are only triggered once over the course of the entire tutorial.
* Allow setting skills from the tutorial map.Johanna Ploog2011-01-261-1/+21
| | | | | | This is a hacky solution and only handles Spellcasting, Conjurations, and Invocations. Also, for the default skills already set in ng-setup reassess_starting_skills (now moved to skills.cc) is applied twice.
* Give survival hints in tutorial death message.Johanna Ploog2011-01-261-3/+13
| | | | Also, make the wizmode death prompt work in the Tutorial.
* Whitespace and indendation fixes.Adam Borowski2011-01-181-1/+1
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* Make tutorial maps set hunger directly.Johanna Ploog2011-01-161-0/+9
| | | | | No longer hardcoded in player generation; allows for different hunger levels in different lessons.
* Add code basis for adding different tutorial maps.Johanna Ploog2011-01-101-0/+37
| | | | | | | | Currently unused as we only have a single map, but I've tested it with a set of dummy maps, and it works. This changes some of the sprint specific methods to more generic game mode methods that'll also be usable for ZotDef.
* Rename old "tutorial" to "hints".Robert Vollmert2010-04-281-5114/+0
| | | | | This is to mostly everything inside crawl-ref/source. I may have missed other places.
* A start at cleaning up handling of new game choices.Robert Vollmert2010-04-231-6/+5
| | | | | | | | | | | | | | | | No more storing species and background indices. Instead, there's now a few instances of newgame_def: Options.game: command line and option game settings (used to be Options.cls, Options.race, ...) Options.prev_game: the previous game's choices (used to be Options.prev_cls, ...; should not be in Options) ngchoice: current choices, internal to newgame.cc The species and background choice now separate interrogating the user from applying settings from Options.game. This is not the case yet for the secondary choices. Secondary choice memory may be slightly broken at the moment.
* Replace c_getch by getch_ck.Robert Vollmert2010-03-281-2/+2
| | | | | | It was always just getch_ck for our current platforms, except for Windows tiles, which seems like an accident more than anything else.
* Replace calls to redefined getch by getchm.Robert Vollmert2010-03-281-1/+1
| | | | | Remaining calls to getch() outside lib*.cc should probably also be getchm() instead.
* Move some tutorial code from main.cc to tutorial.cc.Robert Vollmert2010-03-141-0/+57
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* Remove EOL.Robert Vollmert2010-03-111-42/+42
| | | | | | | | | | | We were only setting it to "\r\n" on DOS, but according to commens in #1045, DOS will translate "\n" to "\r\n" automatically for text output. Also, the DOS EOL handling was likely broken anyway looking at how a lot of the linebreaking code only considered "\n". Fixes issue #1045.
* Replace formatted_string::parse_block by display_tagged_block.Robert Vollmert2010-03-111-9/+9
| | | | | | | | The latter invokes parse_string_to_multiple and displays directly. This fixes line wrapping issues with full lines: on an 80 column terminal, an 80 character line could cause the cursor to wrap to the next line, causing extra blank lines due to the manual line feed in formatted_string::parse_block.
* Fix misbehaviours and crashes caused by redefining monster glyphs.Adam Borowski2010-03-101-1/+1
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* Mention Ctrl-O in the tutorial message for loading a saved game.Johanna Ploog2010-03-061-1/+3
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* Add a tutorial trigger for being silenced.Johanna Ploog2010-03-051-10/+39
| | | | | Belatedly, it occured to me that the scroll of silence actually makes it possible for players to experience silence during the tutorial.
* tutorial.cc: Add comment about currently unused "interesting" checks.Johanna Ploog2010-03-031-0/+5
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* Update tutorial introduction.Johanna Ploog2010-03-031-22/+44
| | | | | | * Don't clear messages between different sections: this only makes sure the player will be unable to read the previous ones. * Mention the display tabs.
* make tutorial games use the tutorial game type (this does nothing yet)Jesse Luehrs2010-03-031-0/+4
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* Fix tutorial message for monster descriptions without stats/resistances.Johanna Ploog2010-02-261-2/+6
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* Fix Ctrl-X display of unicode items.Robert Vollmert2010-02-261-24/+14
| | | | | | Fixes issue #378. Extracted tutorial.cc:_colourize_glyph as glyph_to_tagstr for this.
* Update the tutorial information on chunks making you sick.Johanna Ploog2010-02-261-3/+9
| | | | | | | | The comments pertaining to "spoiled and inedible" meat probably stem from times when rotten meat could still be eaten. Instead we now mention that contaminated chunks only have a chance of making you sick and that you'll sometimes just have to risk it if you need to eat.
* Don't show descriptions in the message area if pointing at floor/walls.Johanna Ploog2010-02-261-4/+0
| | | | | | | Suppress the feature descriptions in the message window for boring features like floor and walls. Should make moving around with the mouse less likely to cover up the message area with some meaningless description you didn't even want to see.
* Add a tutorial description if a monster does *not* have any resistances.Johanna Ploog2010-02-251-8/+16
| | | | | | | | | | | | | From my various tutorial games, I got the impression that if the player does as he is told and in the beginning examines any monster he comes across, he will quickly determine that all that screen shows is a fancy quote, but no real information, and thus come to the wrong conclusion that examining monsters is a waste of time. By the time he meets monsters for whom the screen does contain important information about speed or resistances, it might already be too late. We now give a special message explaining this if a monster doesn't have any stats that would be shown in the screen.
* Be more consistent about spacing in the tutorial.Johanna Ploog2010-02-251-11/+11
| | | | | In the tutorial, replace some double-spacing with single spacing for general consistency with the greater part of the tutorial messages.
* Various tutorial tweaks, making the introduction work with ASCII again.Johanna Ploog2010-02-241-27/+22
| | | | | | | | | Some of my previous assumptions about message behaviour interact badly with the message window changes, so it was time to adapt. Doesn't hurt if the code becomes a bit more streamlined in the process. Also, repeat the initial hint about ? and Ctrl-P at the end of the tutorial. I'm afraid all that information can be overwhelming.
* Fix #915: Corpse glyph and corresponding message wrong in tutorial.Johanna Ploog2010-02-241-1/+5
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* Update tutorial about how to zap wands at monsters.Johanna Ploog2010-02-221-2/+8
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* Another small tutorial tweak.Johanna Ploog2010-02-221-2/+2
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* Zap more secret doors on the first level in the tutorial.Johanna Ploog2010-02-211-1/+3
| | | | | | | | | | | | | | | | | I had another tutorial character start in a short corridor that, to a player unaware of secret doors and searching, is bound to look like a deadend. Ideally, we should only have to unhide secret doors that block the path to one of the downstairs, rather than also affect minivaults. The tutorial already doesn't make use of entry vaults (because some of them contain things I'd rather not explain, like dangerous monsters behind glass, fog generators or doors you'd better not open), so we should be reasonably safe. Seeing how the entry vaults are such a nice welcome to the game, I'd welcome a tag to assign to those vaults that can safely be used in the tutorial (and exclude the ones mentioned above).
* Many more tutorial tweaks.Johanna Ploog2010-02-211-41/+75
| | | | | Among others, expound a bit on the mechanics of !clear_messages, correct some misinformation, and add a few more special cases.
* In the tutorial, don't give the berserk death hint if already berserk.Johanna Ploog2010-02-211-1/+1
| | | | | It's frustrating to get told you should have used the berserk ability if you already did.
* Change tutorial's hardcoded option settings.Johanna Ploog2010-02-211-2/+4
| | | | | | | | | | | * Don't override clear_messages setting anymore. The default is good, but it should be possible for players to override it. * Set show_more to true, otherwise some of the longer tutorial messages are chopped without explanation. * Set small_more to false, because -More- contains additional information in the tutorial, and for new players the small more is completely confusing.
* Specialcase Sif Muna's tutorial altar description for non-spellcasters.Johanna Ploog2010-02-211-18/+42
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* A few tutorial tweaks.Johanna Ploog2010-02-211-4/+4
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