From c74a157f8f99fa7fffa2547c92a76d8cb7eecdb5 Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Sun, 18 Mar 2007 14:57:33 +0000 Subject: Changes to the overview screen (%) - added abilities and made it scrollable. Also, some more clean-up of tutorial.cc. As this involved a lot of spacing changes it was easier to just replace the file as a whole. Sorry about that. There are still some differences between the Linux and Windows versions that I don't really understand but using get_number_of_cols helps a lot. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1055 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/tutorial.cc | 2566 +++++++++++++++++++++--------------------- 1 file changed, 1266 insertions(+), 1300 deletions(-) (limited to 'crawl-ref/source/tutorial.cc') diff --git a/crawl-ref/source/tutorial.cc b/crawl-ref/source/tutorial.cc index 8e7edddbcf..6cbe6f8a47 100644 --- a/crawl-ref/source/tutorial.cc +++ b/crawl-ref/source/tutorial.cc @@ -1,1300 +1,1266 @@ -/* - * Created for Crawl Reference by JPEG on $Date: 2007-01-11$ - */ - -#include "AppHdr.h" -#include "tutorial.h" -#include - -#include "command.h" -#include "files.h" -#include "itemprop.h" -#include "menu.h" -#include "message.h" -#include "misc.h" -#include "newgame.h" -#include "output.h" -#include "player.h" -#include "religion.h" -#include "spl-util.h" -#include "stuff.h" -#include "view.h" - -//#define TUTORIAL_DEBUG -#define TUTORIAL_VERSION 101 -int INFO2_SIZE = 500; -char info2[500]; - -static std::string tut_debug_list(int event); - -void save_tutorial( FILE* fp ) -{ - writeLong( fp, TUTORIAL_VERSION); - writeShort( fp, Options.tutorial_type); - for ( unsigned i = 0; i < TUT_EVENTS_NUM; ++i ) - writeShort( fp, Options.tutorial_events[i] ); -} - -void load_tutorial( FILE* fp ) -{ - Options.tutorial_left = 0; - - int version = readLong(fp); - Options.tutorial_type = readShort(fp); - if (version != TUTORIAL_VERSION) - return; - for ( long i = 0; i < TUT_EVENTS_NUM; ++i ) - { - Options.tutorial_events[i] = readShort(fp); - Options.tutorial_left += Options.tutorial_events[i]; - } -} - -// override init file definition for some options -void init_tutorial_options() -{ - if (!Options.tutorial_left) { - return; - } - - Options.delay_message_clear = false; - Options.auto_list = true; -} - -// tutorial selection screen and choice -bool pick_tutorial() -{ - char keyn; - bool printed = false; - -tut_query: - if (!printed) - { - clrscr(); - - textcolor( WHITE ); - cprintf("You must be new here indeed!"); - - cprintf(EOL EOL); - textcolor( CYAN ); - cprintf("You can be:"); - cprintf(EOL EOL); - - textcolor( LIGHTGREY ); - - for (int i = 0; i < TUT_TYPES_NUM; i++) - print_tutorial_menu(i); - - textcolor( BROWN ); - cprintf(EOL "SPACE - Back to class selection; Bksp - Back to race selection; X - Quit" - EOL "* - Random tutorial" - EOL); - printed = true; - } - keyn = c_getch(); - - if (keyn == '*') - keyn = 'a' + random2(TUT_TYPES_NUM); - - // choose character for tutorial game - if (keyn >= 'a' && keyn <= 'a' + TUT_TYPES_NUM - 1) - { - Options.tutorial_type = keyn - 'a'; - for (int i = 0; i < TUT_EVENTS_NUM; i++) - Options.tutorial_events[i] = 1; - - Options.tut_explored = 1; - Options.tut_stashes = 1; - Options.tut_travel = 1; - // possibly combine to specialty_counter or something - Options.tut_spell_counter = 0; - Options.tut_throw_counter = 0; - Options.tut_berserk_counter = 0; - Options.tut_melee_counter = 0; - Options.tut_last_healed = 0; - - Options.tutorial_left = TUT_EVENTS_NUM; - you.species = get_tutorial_species(Options.tutorial_type); - you.char_class = get_tutorial_job(Options.tutorial_type); - - Options.random_pick = true; // random choice of starting spellbook - Options.weapon = WPN_HAND_AXE; // easiest choice for dwarves - return true; - } - - if (keyn == CK_BKSP || keyn == ' ') - { - // in this case, undo previous choices -// set_startup_options(); - you.species = 0; you.char_class = JOB_UNKNOWN; - Options.race = 0; Options.cls = 0; - } - - switch (keyn) - { - case CK_BKSP: - choose_race(); - break; - case ' ': - choose_class(); - break; - case 'X': - cprintf(EOL "Goodbye!"); - end(0); - break; - default: - printed = false; - goto tut_query; - } - - return false; -} - -void print_tutorial_menu(unsigned int type) -{ - char letter = 'a' + type; - char desc[100]; - - switch(type) - { -/* - case TUT_MELEE_CHAR: - strcpy(desc, "(Standard melee oriented character)"); - break; -*/ - case TUT_BERSERK_CHAR: - strcpy(desc, "(Melee oriented character with divine support)"); - break; - case TUT_MAGIC_CHAR: - strcpy(desc, "(Magic oriented character)"); - break; - case TUT_RANGER_CHAR: - strcpy(desc, "(Ranged fighter)"); - break; - default: // no further choices - snprintf(info, INFO_SIZE, "Error in print_tutorial_menu: type = %d", type); - mpr( info ); - break; - } - - cprintf("%c - %s %s %s" EOL, letter, species_name(get_tutorial_species(type), 1), - get_class_name(get_tutorial_job(type)), desc); -} - -unsigned int get_tutorial_species(unsigned int type) -{ - switch(type) - { -/* - case TUT_MELEE_CHAR: - return SP_MOUNTAIN_DWARF; -*/ - case TUT_BERSERK_CHAR: - return SP_MINOTAUR; - case TUT_MAGIC_CHAR: - return SP_DEEP_ELF; - case TUT_RANGER_CHAR: - return SP_CENTAUR; - default: // use something fancy for debugging - return SP_KENKU; - } -} - -// TO DO: check whether job and species are compatible... -unsigned int get_tutorial_job(unsigned int type) -{ - switch(type) - { -/* - case TUT_MELEE_CHAR: - return JOB_FIGHTER; -*/ - case TUT_BERSERK_CHAR: - return JOB_BERSERKER; - case TUT_MAGIC_CHAR: - return JOB_CONJURER; - case TUT_RANGER_CHAR: - return JOB_HUNTER; - default: // use something fancy for debugging - return JOB_NECROMANCER; - } -} - -static formatted_string formatted_paragraph(std::string text, unsigned int width) -{ - std::string result; - - size_t start = 0, pos = 0, end = 0; - - for (; end < strlen(text.c_str()); pos = end+1) - { - // get next "word" - end = text.find(' ', pos); - if ( end >= strlen(text.c_str()) ) - pos = end; - - if (end - start >= width || end >= strlen(text.c_str()) ) - { - end = pos; - result += text.substr(start, end-start-1); - result += EOL; - start = pos; - } - } - result += EOL; - - return formatted_string::parse_string(result); -} - -static formatted_string tut_starting_info(unsigned int width) -{ - std::string result; // the entire page - std::string text; // one paragraph - - result += "Welcome to Dungeon Crawl!" 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 += " ? - shows the items and the commands" EOL; - result += " S - saves the game, to be resumed later (but note that death is permanent)" EOL; - result += " x - 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 += " readme.txt - A very short guide to Crawl." EOL; - result += " manual.txt - This contains all details on races, magic, skills, etc." EOL; - result += " crawl_options.txt - 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 Space to proceed to the basics (the screen division and movement)." EOL; - result += "Press Esc 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 += ""; - result += info; - result += "" EOL EOL; - - result += ""; - 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 += "" 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 = "" - "What you see here is the typical Crawl screen. The upper left map " - "shows your hero as the @ in the center. The parts " - "of the map you remember but cannot currently see, will be greyed " - "out." - "" EOL; - result += "[--more-- Press Escape to skip the basics]"; - - linebreak_string2(result,80); - return formatted_string::parse_string(result); -} - -static formatted_string tutorial_stats_intro() -{ - std::string result; - result += ""; - - 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, "HP: %d/%d. ", 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, "Magic: %d/%d", 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, Strength, Dexterity and " EOL; - result += "Intelligence are shown and provide an " EOL; - result += "all-around account of the character's " EOL; - result += "attributes. " EOL; - - result += ""; - result += " " EOL; - result += "[--more-- Press Escape 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 = "" - "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 " - "Ctrl-P." - "" EOL; - result += "[--more-- Press Escape 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 hjklyubn. A basic " - "command list can be found under ?, 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 s, " - "., delete or keypad-5. " - "Pressing 5 or shift-and-keypad-5 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 (?) " - "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 (Ctrl-O). You can even make Crawl " - "automatically pick up interesting items by setting the " - "option explore_greedy=true in the init file."; - } - else if (Options.tut_travel) - { - text = "There is a convenient way for travelling between far away " - "dungeon levels: press Ctrl-G and enter the desired " - "destination. If your travel gets interrupted, issueing " - "Ctrl-G Enter will continue it."; - } - else if (Options.tut_stashes) - { - text = "You can search among all items existing in the dungeon with " - "the Ctrl-F command. For example, " - "Ctrl-F \"knife\" will list all knives. You can then " - "travel to one of the spots. It is even possible to enter words " - "like \"shop\" or \"altar\"."; - } - else - { - int hint = random2(3); - switch (hint) - { - case 0: - text = "The game keeps an automated logbook for your characters. Use " - "?: to read it. You can enter notes manually with " - "the : command. Once your character perishes, two " - "morgue files are left in the /morgue directory. " - "The one ending in .txt contains a copy of your logbook. " - "During play, you can create a dump file with #."; - break; - case 1: - text = "Crawl has a macro function built in: press ~m " - "to define a macro by first specifying a trigger key (say, " - "F1) and a command sequence, for example " - "Za+.. The latter will make the F1 " - "key always zap the spell in slot a at the nearest monster. " - "For more information on macros, type ?~."; - break; - case 2: - text = "The interface can be greatly customised. All options are " - "explained in the file crawl_options.txt which " - "can be found in the /docs directory. The " - "options themselves are set in init.txt or " - ".crawlrc. 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 pray before battle, so as to dedicate " - "your kills to "; - text += god_name(you.religion); - text += ". Should the monster leave a corpse, consider " - "Dissecting 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 5 or Shift-numpad 5."; - 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 = "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 r, g, b or " - "K. You can gain information about it by pressing " - "x, moving the cursor on the monster and then pressing " - "v. 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: wbf+. where wb " - "wields the bow, f fires appropriate ammunition " - "(your arrows) and enters targeting mode. + and " - "- allow you to select the proper monster. Finally, " - "Enter or . fire. If you miss, " - "ff 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: Za+. where Za zaps " - "the first spell you know, "; - text += spell_title(get_spell_by_letter('a')); - text += ", and enters targeting mode. + and - " - "allow you to select the proper target. Finally, Enter " - "or . fire. If you miss, Zap 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 = "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 g or " - ", 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 " - "%%?!\"=()[. Once it is in your inventory, you can drop " - "it again with d. Several types of objects will usually " - "be picked up automatically."; - print_formatted_paragraph(text, 80, MSGCH_TUTORIAL); - - Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] = 0; - Options.tutorial_left--; - Options.tut_just_triggered = 1; -} - -#if 0 -static void tutorial_first_stairs(int x, int y) { - std::string text = "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 += " are some downstairs. You can enter the next (deeper) " - "level by following "; - st += formatted_string::parse_string(text); - formatted_mpr(st); - text = "them down (>). To get back to " - "this level again, press << while standing on the " - "upstairs."; - print_formatted_paragraph(text, 80, MSGCH_TUTORIAL); -} -#endif - -void learned_something_new(unsigned int seen_what, int x, int y) -{ - // already learned about that - if (!Options.tutorial_events[seen_what]) - return; - - // don't trigger twice in the same turn - if (Options.tut_just_triggered) - return; - - std::string text; - - switch(seen_what) - { - case TUT_SEEN_POTION: - text = "You have picked up your first potion ('!'). Use " - "q to drink (quaff) it."; - break; - case TUT_SEEN_SCROLL: - text = "You have picked up your first scroll ('?'). Type " - "r to read it."; - break; - case TUT_SEEN_WAND: - text = "You have picked up your first wand ('/'). Type " - "z to zap it."; - break; - case TUT_SEEN_SPBOOK: - text = "You have picked up a spellbook ('+' or " - "':'). You can read it by typing r, " - "memorise spells via M and cast a memorised spell " - "with Z."; - - 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 ('(') you've picked up. " - "Use w 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 v."; - 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 (')') 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. v 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 ('[') you've " - "picked up. Use W to wear it and T to " - "take it off again. You can view its properties with " - "v."; - - 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 ('%%'). You can eat it " - "by typing e."; - break; - case TUT_SEEN_CARRION: - text = "You have picked up a corpse ('%%'). When a corpse " - "is lying on the ground, you can Dissect with a " - "sharp implement. Once hungry you can eat 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 " - "('=') or an amulet ('\"'). Type " - "P to put it on and R to remove it. You " - "can view it with v 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 wielding and " - "Evoking it."; - break; - case TUT_SEEN_STAIRS: - if (you.num_turns < 1) - return; - -// tutorial_first_stairs(x,y); - - - text = "The "; - text += get_screen_glyph(x,y); - text += " are some downstairs. You can enter the next (deeper) " - "level by following them down (>). To get back to " - "this level again, press << 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 ^. 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 "; - text += get_screen_glyph(x,y); - text += " is an altar. You can get information about it by pressing " - "p while standing on the square. Before taking up " - "the responding faith you'll be asked for confirmation."; - break; - case TUT_SEEN_SHOP: - text = "The "; - text += get_screen_glyph(x,y); - text += " is a shop. You can enter it by typing <<."; - break; - case TUT_SEEN_DOOR: - if (you.num_turns < 1) - return; - - text = "The "; - text += get_screen_glyph(x,y); - text += " is a closed door. You can open it by walking into it. " - "Sometimes it is useful to close a door. Do so by pressing " - "c, 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 += " pray 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 Mcb, which can then be " - "zapped with Zb."; - } - break; - case TUT_SKILL_RAISE: - text = "One of your skills just got raised. Type m 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 @ 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 " - "5) 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 5) 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 D 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 " - "eat 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 , or g 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 drop " - "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 drop 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 drop and Dissect it during " - "prayer (p) 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 " - "Dissect. One or more chunks will appear, to be " - "eaten 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 ^."; - } - break; - case TUT_SHIFT_RUN: - text = "Walking around takes less keystrokes if you press " - "Shift-direction or / direction. " - "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 X to bring up the level map. Typing " - "? shows the list of level map commands. " - "Most importantly, moving the cursor to a spot and pressing " - ". or Enter 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 '>'. Proceed there and press > 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 s, . or 5 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 s " - "or ., or for 100 turns with 5 or " - "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 5 or " - "shift-numpad-5 to do so."; - break; - case TUT_NEED_POISON_HEALING: - text = "Your poisoning could easily kill you, so now would be a good " - "time to quaff 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 (a) " - "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 A."; - break; - case TUT_NEW_ABILITY: - text = "You just gained a new ability. Press a to take a " - "look at your abilities or to use one of them."; - break; - case TUT_WIELD_WEAPON: - text = "You might want to wield 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 '."; - } - break; - case TUT_SEEN_MONSTER: - case TUT_SEEN_FIRST_OBJECT: - break; - default: - text += "You've found something new (but I don't know what)!"; - } - if (seen_what != TUT_SEEN_MONSTER && seen_what != TUT_SEEN_FIRST_OBJECT) - print_formatted_paragraph(text, 80, MSGCH_TUTORIAL); - - more(); - - Options.tut_just_triggered = true; - Options.tutorial_events[seen_what] = 0; - Options.tutorial_left--; -} +/* + * Created for Crawl Reference by JPEG on $Date: 2007-01-11$ + */ + +#include "tutorial.h" +#include + +#include "command.h" +#include "files.h" +#include "itemprop.h" +#include "menu.h" +#include "message.h" +#include "misc.h" +#include "newgame.h" +#include "output.h" +#include "player.h" +#include "religion.h" +#include "spl-util.h" +#include "stuff.h" +#include "view.h" + +//#define TUTORIAL_DEBUG +#define TUTORIAL_VERSION 110 + +int COLS = get_number_of_cols(); + +void save_tutorial( FILE* fp ) +{ + writeLong( fp, TUTORIAL_VERSION); + writeShort( fp, Options.tutorial_type); + for ( unsigned i = 0; i < TUT_EVENTS_NUM; ++i ) + writeShort( fp, Options.tutorial_events[i] ); +} + +void load_tutorial( FILE* fp ) +{ + Options.tutorial_left = 0; + + int version = readLong(fp); + Options.tutorial_type = readShort(fp); + if (version != TUTORIAL_VERSION) + return; + for ( long i = 0; i < TUT_EVENTS_NUM; ++i ) + { + Options.tutorial_events[i] = readShort(fp); + Options.tutorial_left += Options.tutorial_events[i]; + } +} + +// override init file definition for some options +void init_tutorial_options() +{ + if (!Options.tutorial_left) + return; + + Options.delay_message_clear = false; + Options.auto_list = true; +} + +// tutorial selection screen and choice +bool pick_tutorial() +{ + char keyn; + bool printed = false; + +tut_query: + if (!printed) + { + clrscr(); + + textcolor( WHITE ); + cprintf("You must be new here indeed!"); + + cprintf(EOL EOL); + textcolor( CYAN ); + cprintf("You can be:"); + cprintf(EOL EOL); + + textcolor( LIGHTGREY ); + + for (int i = 0; i < TUT_TYPES_NUM; i++) + print_tutorial_menu(i); + + textcolor( BROWN ); + cprintf(EOL "SPACE - Back to class selection; Bksp - Back to race selection; X - Quit" + EOL "* - Random tutorial" + EOL); + printed = true; + } + keyn = c_getch(); + + if (keyn == '*') + keyn = 'a' + random2(TUT_TYPES_NUM); + + // choose character for tutorial game and set starting values + if (keyn >= 'a' && keyn <= 'a' + TUT_TYPES_NUM - 1) + { + Options.tutorial_type = keyn - 'a'; + you.species = get_tutorial_species(Options.tutorial_type); + you.char_class = get_tutorial_job(Options.tutorial_type); + + // activate all triggers + for (int i = 0; i < TUT_EVENTS_NUM; i++) + Options.tutorial_events[i] = 1; + Options.tutorial_left = TUT_EVENTS_NUM; + + // store whether explore, stash search or travelling was used + Options.tut_explored = 1; + Options.tut_stashes = 1; + Options.tut_travel = 1; + + // used to compare which fighting means was used most often + Options.tut_spell_counter = 0; + Options.tut_throw_counter = 0; + Options.tut_berserk_counter = 0; + Options.tut_melee_counter = 0; + + // for occasional healing reminders + Options.tut_last_healed = 0; + + Options.random_pick = true; // random choice of starting spellbook + Options.weapon = WPN_HAND_AXE; // easiest choice for fighters + return true; + } + + if (keyn == CK_BKSP || keyn == ' ') + { + // in this case, undo previous choices +// set_startup_options(); + you.species = 0; you.char_class = JOB_UNKNOWN; + Options.race = 0; Options.cls = 0; + } + + switch (keyn) + { + case CK_BKSP: + choose_race(); + break; + case ' ': + choose_class(); + break; + case 'X': + cprintf(EOL "Goodbye!"); + end(0); + break; + default: + printed = false; + goto tut_query; + } + + return false; +} + +void print_tutorial_menu(unsigned int type) +{ + char letter = 'a' + type; + char desc[100]; + + switch(type) + { + case TUT_BERSERK_CHAR: + strcpy(desc, "(Melee oriented character with divine support)"); + break; + case TUT_MAGIC_CHAR: + strcpy(desc, "(Magic oriented character)"); + break; + case TUT_RANGER_CHAR: + strcpy(desc, "(Ranged fighter)"); + break; + default: // no further choices + strcpy(desc, "(erroneous character)"); + break; + } + + cprintf("%c - %s %s %s" EOL, letter, species_name(get_tutorial_species(type), 1), + get_class_name(get_tutorial_job(type)), desc); +} + +unsigned int get_tutorial_species(unsigned int type) +{ + switch(type) + { + case TUT_BERSERK_CHAR: + return SP_MINOTAUR; + case TUT_MAGIC_CHAR: + return SP_DEEP_ELF; + case TUT_RANGER_CHAR: + return SP_CENTAUR; + default: // use something fancy for debugging + return SP_KENKU; + } +} + +// TO DO: check whether job and species are compatible... +unsigned int get_tutorial_job(unsigned int type) +{ + switch(type) + { + case TUT_BERSERK_CHAR: + return JOB_BERSERKER; + case TUT_MAGIC_CHAR: + return JOB_CONJURER; + case TUT_RANGER_CHAR: + return JOB_HUNTER; + default: // use something fancy for debugging + return JOB_NECROMANCER; + } +} + +// the tutorial welcome screen +static formatted_string tut_starting_info(unsigned int width) +{ + std::string result; // the entire page + std::string text; // one paragraph + + result += "Welcome to Dungeon Crawl!" EOL EOL; + + text += "Your object is to lead a "; + snprintf(info, INFO_SIZE, "%s %s ", species_name(get_tutorial_species(Options.tutorial_type), 1), + get_class_name(get_tutorial_job(Options.tutorial_type))); + text += info; + text += "safely through the depths of the dungeon, retrieving the fabled orb of Zot and " + "returning it to the surface. In the beginning, however, let discovery be your " + "main goal: try to delve as deeply as possible but beware as death lurks around " + "every corner here." EOL EOL; + linebreak_string2(text, width); + result += formatted_string::parse_string(text); + + result += "For the moment, just remember the following two keys and their functions:" EOL; + result += " ? - shows the items and the commands" EOL; + result += " S - saves the game, to be resumed later (but note that death is permanent)" EOL; + result += " x - examine something in your vicinity" EOL EOL; + + text = "This tutorial will help you playing Crawl without reading any documentation. " + "If you feel intrigued, there is more information available in these files " + "(all of which can also be read in-game):" EOL; + linebreak_string2(text, width); + result += formatted_string::parse_string(text); + + result += " readme.txt - A very short guide to Crawl." EOL; + result += " manual.txt - This contains all details on races, magic, skills, etc." EOL; + result += " crawl_options.txt - Crawl's interface is highly configurable. This document " EOL; + result += " explains all the options." EOL; + result += EOL; + result += "Press Space to proceed to the basics (the screen division and movement)." EOL; + result += "Press Esc to fast forward to the game start."; + + + return formatted_string::parse_string(result); +} + +#ifdef TUTORIAL_DEBUG +static std::string tut_debug_list(int event) +{ + switch(event) + { + case TUT_SEEN_FIRST_OBJECT: + return "seen first object"; + case TUT_SEEN_POTION: + return "seen first potion"; + case TUT_SEEN_SCROLL: + return "seen first scroll"; + case TUT_SEEN_WAND: + return "seen first wand"; + case TUT_SEEN_SPBOOK: + return "seen first spellbook"; + case TUT_SEEN_WEAPON: + return "seen first weapon"; + case TUT_SEEN_MISSILES: + return "seen first missiles"; + case TUT_SEEN_ARMOUR: + return "seen first armour"; + case TUT_SEEN_RANDART: + return "seen first random artefact"; + case TUT_SEEN_FOOD: + return "seen first food"; + case TUT_SEEN_CARRION: + return "seen first corpse"; + case TUT_SEEN_JEWELLERY: + return "seen first jewellery"; + case TUT_SEEN_MISC: + return "seen first misc. item"; + case TUT_SEEN_MONSTER: + return "seen first monster"; + case TUT_SEEN_STAIRS: + return "seen first stairs"; + case TUT_SEEN_TRAPS: + return "encountered a trap"; + case TUT_SEEN_ALTAR: + return "seen an altar"; + case TUT_SEEN_SHOP: + return "seen a shop"; + case TUT_SEEN_DOOR: + return "seen a closed door"; + case TUT_KILLED_MONSTER: + return "killed first monster"; + case TUT_NEW_LEVEL: + return "gained a new level"; + case TUT_SKILL_RAISE: + return "raised a skill"; + case TUT_YOU_ENCHANTED: + return "caught an enchantment"; + case TUT_YOU_SICK: + return "became sick"; + case TUT_YOU_POISON: + return "were poisoned"; + case TUT_YOU_CURSED: + return "had something cursed"; + case TUT_YOU_HUNGRY: + return "felt hungry"; + case TUT_YOU_STARVING: + return "were starving"; + case TUT_MAKE_CHUNKS: + return "learned about chunks"; + case TUT_MULTI_PICKUP: + return "read about pickup menu"; + case TUT_HEAVY_LOAD: + return "were encumbered"; + case TUT_ROTTEN_FOOD: + return "carried rotten food"; + case TUT_NEED_HEALING: + return "needed healing"; + case TUT_NEED_POISON_HEALING: + return "needed healing for poison"; + case TUT_POSTBERSERK: + return "learned about Berserk aftereffects"; + case TUT_RUN_AWAY: + return "were told to run away"; + case TUT_SHIFT_RUN: + return "learned about shift-run"; + case TUT_MAP_VIEW: + return "learned about the level map"; + case TUT_DONE_EXPLORE: + return "explored a level"; + case TUT_YOU_MUTATED: + return "caught a mutation"; + case TUT_NEW_ABILITY: + return "gained a divine ability"; + case TUT_WIELD_WEAPON: + return "wielded an unsuitable weapon"; + default: + return "faced a bug"; + } +} + +static formatted_string tutorial_debug() +{ + std::string result; + bool lbreak = false; + snprintf(info, INFO_SIZE, "Tutorial Debug Screen"); + + int i = COLS/2-1 - strlen(info) / 2; + result += std::string(i, ' '); + result += ""; + result += info; + result += "" EOL EOL; + + result += ""; + for (i=0; i < TUT_EVENTS_NUM; i++) + { + snprintf(info, INFO_SIZE, "%d: %d (%s)", + i, Options.tutorial_events[i], tut_debug_list(i).c_str()); + result += info; + + // break text into 2 columns where possible + if (strlen(info) >= COLS/2 || lbreak) + { + result += EOL; + lbreak = false; + } + else + { + result += std::string(COLS/2-1 - strlen(info), ' '); + lbreak = true; + } + } + result += "" EOL EOL; + + snprintf(info, INFO_SIZE, "tutorial_left: %d\n", Options.tutorial_left); + result += info; + result += EOL; + + snprintf(info, INFO_SIZE, "You are a %s %s, and the tutorial will reflect that.", + species_name(get_tutorial_species(Options.tutorial_type), 1), + get_class_name(get_tutorial_job(Options.tutorial_type))); + + result += info; + + return formatted_string::parse_string(result); +} +#endif // debug + +static formatted_string tutorial_map_intro() +{ + std::string result; + + result = "" + "What you see here is the typical Crawl screen. The upper left map " + "shows your hero as the @ in the center. The parts " + "of the map you remember but cannot currently see, will be greyed " + "out." + "" EOL; + result += " --more-- Press Escape to skip the basics"; + + linebreak_string2(result,COLS); + return formatted_string::parse_string(result); +} + +static formatted_string tutorial_stats_intro() +{ + std::string result; + result += ""; + + 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, "HP: %d/%d. ", 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, "Magic: %d/%d", 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, Strength, Dexterity and " EOL; + result += "Intelligence are shown and provide an " EOL; + result += "all-around account of the character's " EOL; + result += "attributes. " EOL; + + result += ""; + result += " " EOL; + result += " --more-- Press Escape 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 = "" + "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 " + "Ctrl-P." + "" EOL; + result += " --more-- Press Escape to skip the basics"; + + linebreak_string2(result,COLS); + return formatted_string::parse_string(result); +} + +static void tutorial_movement_info() +{ + std::string text; + text = "To move your character, use the numpad; try Numlock both on and off. " + "If your system has no number pad, or if you are familiar with the vi " + "keys, movement is also possible with hjklyubn. A basic " + "command list can be found under ?, and the most important " + "commands will be explained to you as it becomes necessary. "; + print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL); +} + +// copied from display_mutations and adapted +void tut_starting_screen() +{ + + int x1, x2, y1, y2; + int MAX_INFO = 4; +#ifdef TUTORIAL_DEBUG + MAX_INFO++; +#endif + char ch; + + for (int i=0; i<=MAX_INFO; i++) + { + x1 = 1; y1 = 1; + x2 = COLS; y2 = get_number_of_lines(); + + if (i==1 || i==3) + { + y1 = 18; // message window + } + else if (i==2) + { + x2 = 40; // map window + y2 = 18; + } + + if (i==0) + clrscr(); + + gotoxy(x1,y1); + + if (i==0) + tut_starting_info(x2).display(); + else if (i==1) + tutorial_map_intro().display(); + else if (i==2) + tutorial_stats_intro().display(); + else if (i==3) + tutorial_message_intro().display(); + else if (i==4) + tutorial_movement_info(); + else + { +#ifdef TUTORIAL_DEBUG + clrscr(); + gotoxy(x1,y1); + tutorial_debug().display(); +#else + continue; +#endif + } + + ch = c_getch(); + redraw_screen(); + if (ch == ESCAPE) + break; + } +} + +// once a tutorial character dies, offer some playing hints +void tutorial_death_screen() +{ + Options.tutorial_left = 0; + std::string text; + + mpr( "Condolences! Your character's premature perishing is a sad, but " + "common occurence in Crawl. Rest assured that with diligence and " + "playing experience your characters will last longer.\n", MSGCH_TUTORIAL); + mpr( "Perhaps the following advice can improve your playing style:", MSGCH_TUTORIAL); + more(); + + if (Options.tutorial_type == TUT_MAGIC_CHAR + && Options.tut_spell_counter < Options.tut_melee_counter ) + text = "As a Conjurer your main weapon should be offensive magic. Cast " + "spells more often! Remember to rest when your Magic is low."; + else if (Options.tutorial_type == TUT_BERSERK_CHAR + && Options.tut_berserk_counter < 1 ) + { + text = "Don't forget to go berserk when fighting particularly " + "difficult foes. It is risky, but makes you faster " + "and beefier. Also try to pray prior to battles so that "; + text += god_name(you.religion); + text += " will soon feel like providing more abilities."; + } + else if (Options.tutorial_type == TUT_RANGER_CHAR + && 2*Options.tut_throw_counter < Options.tut_melee_counter ) + text = "Your bow and arrows are extremely powerful against " + "distant monsters. Be sure to collect all arrows lying " + "around in the dungeon."; + else + { + int hint = random2(6); + // If a character has been unusually busy with projectiles and spells + // give some other hint rather than the first one. + if (Options.tut_throw_counter + Options.tut_spell_counter >= Options.tut_melee_counter + && hint == 0) + hint = random2(5)+1; + + switch(hint) + { + case 0: + text = "Always consider using projectiles, wands or spells before " + "engaging monsters in close combat."; + break; + case 1: + text = "Learn when to run away from things you can't handle - this is " + "important! It is often wise to skip a particularly dangerous " + "level. But don't overdo this as monsters will only get harder " + "the deeper you delve."; + break; + case 2: + text = "Rest between encounters. In Crawl, searching and resting are " + "one and the same. To search for one turn, press s, " + "., delete or keypad-5. " + "Pressing 5 or shift-and-keypad-5 will " + "let you rest for a longer time (you will stop resting when " + "fully healed)."; + break; + case 3: + text = "Remember to use those scrolls, potions or wands you've found. " + "Very often, you cannot expect to identify everything with the " + "scroll only. Learn to improvise: identify through usage."; + break; + case 4: + text = "If a particular encounter feels overwhelming don't forget to " + "use emergency items early on. A scroll of teleportation or a " + "potion of speed can really save your bacon."; + break; + case 5: + text = "Never fight more than one monster if you can help it. Always " + "back into a corridor so that they are forced to fight you one " + "on one."; + break; + default: + text = "Sorry, no hint this time, though there should have been one."; + } + } + print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL); + more(); + + mpr( "See you next game!", MSGCH_TUTORIAL); + + for ( long i = 0; i < TUT_EVENTS_NUM; ++i ) + Options.tutorial_events[i] = 0; +} + +// if a character survives until Xp 5, the tutorial is declared finished +// and they get a more advanced playing hint, depending on what they might +// know by now +void tutorial_finished() +{ + std::string text; + + Options.tutorial_left = 0; + text = "Congrats! You survived until the end of this tutorial - be sure to " + "try the other ones as well. Note that the help screen (?) " + "will look different from now on. Here's a last playing hint:"; + print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL); + more(); + + if (Options.tut_explored) + { + text = "Walking around and exploring levels gets easier by using " + "auto-explore (Ctrl-O). You can even make Crawl " + "automatically pick up interesting items by setting the " + "option explore_greedy=true in the init file."; + } + else if (Options.tut_travel) + { + text = "There is a convenient way for travelling between far away " + "dungeon levels: press Ctrl-G and enter the desired " + "destination. If your travel gets interrupted, issueing " + "Ctrl-G Enter will continue it."; + } + else if (Options.tut_stashes) + { + text = "You can search among all items existing in the dungeon with " + "the Ctrl-F command. For example, " + "Ctrl-F \"knife\" will list all knives. You can then " + "travel to one of the spots. It is even possible to enter words " + "like \"shop\" or \"altar\"."; + } + else + { + int hint = random2(3); + switch (hint) + { + case 0: + text = "The game keeps an automated logbook for your characters. Use " + "?: to read it. You can enter notes manually with " + "the : command. Once your character perishes, two " + "morgue files are left in the /morgue directory. " + "The one ending in .txt contains a copy of your logbook. " + "During play, you can create a dump file with #."; + break; + case 1: + text = "Crawl has a macro function built in: press ~m " + "to define a macro by first specifying a trigger key (say, " + "F1) and a command sequence, for example " + "Za+.. The latter will make the F1 " + "key always zap the spell in slot a at the nearest monster. " + "For more information on macros, type ?~."; + break; + case 2: + text = "The interface can be greatly customised. All options are " + "explained in the file crawl_options.txt which " + "can be found in the /docs directory. The " + "options themselves are set in init.txt or " + ".crawlrc. Crawl will complain when it can't " + "find either file.\n"; + break; + default: + text = "Oops... No hint for now. Better luck next time!"; + } + } + print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL); + more(); + + for ( long i = 0; i < TUT_EVENTS_NUM; ++i ) + Options.tutorial_events[i] = 0; +} + +// occasionally remind religious characters of praying +void tutorial_prayer_reminder() +{ + if (Options.tut_just_triggered) + return; + + if (coinflip()) // always would be too annoying + { + std::string text; + text = "Remember to pray before battle, so as to dedicate " + "your kills to "; + text += god_name(you.religion); + text += ". Should the monster leave a corpse, consider " + "Dissecting it as a sacrifice to "; + text += god_name(you.religion); + text += ", as well."; + print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL); + } +} + +// occasionally remind injured characters of resting +void tutorial_healing_reminder() +{ + if (you.poisoning && 2*you.hp < you.hp_max) + { + if (Options.tutorial_events[TUT_NEED_POISON_HEALING]) + learned_something_new(TUT_NEED_POISON_HEALING); + } + else + { + if (Options.tutorial_events[TUT_NEED_HEALING]) + learned_something_new(TUT_NEED_HEALING); + else if (you.num_turns - Options.tut_last_healed >= 50 && !you.poisoning) + { + if (Options.tut_just_triggered) + return; + + std::string text; + text = "Remember to rest between fights and to enter unexplored " + "terrain with full hitpoints and/or magic. For resting, " + "press 5 or Shift-numpad 5."; + print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL); + } + Options.tut_last_healed = you.num_turns; + } +} + +void taken_new_item(unsigned char item_type) +{ + switch(item_type) + { + case OBJ_WANDS: + learned_something_new(TUT_SEEN_WAND); + break; + case OBJ_SCROLLS: + learned_something_new(TUT_SEEN_SCROLL); + break; + case OBJ_JEWELLERY: + learned_something_new(TUT_SEEN_JEWELLERY); + break; + case OBJ_POTIONS: + learned_something_new(TUT_SEEN_POTION); + break; + case OBJ_BOOKS: + learned_something_new(TUT_SEEN_SPBOOK); + break; + case OBJ_FOOD: + learned_something_new(TUT_SEEN_FOOD); + break; + case OBJ_CORPSES: + learned_something_new(TUT_SEEN_CARRION); + break; + case OBJ_WEAPONS: + learned_something_new(TUT_SEEN_WEAPON); + break; + case OBJ_ARMOUR: + learned_something_new(TUT_SEEN_ARMOUR); + break; + case OBJ_MISSILES: + learned_something_new(TUT_SEEN_MISSILES); + break; + case OBJ_MISCELLANY: + learned_something_new(TUT_SEEN_MISC); + break; + case OBJ_STAVES: + learned_something_new(TUT_SEEN_STAFF); + break; + default: /* nothing to be done */ + return; + } +} + +void tutorial_first_monster(monsters mon) +{ + if (!Options.tutorial_events[TUT_SEEN_MONSTER]) + return; + + std::string text = "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 r, g, b or " + "K. You can gain information about it by pressing " + "x, moving the cursor on the monster and then pressing " + "v. To attack it with your wielded weapon, just move into it."; + print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL); + + more(); + + if (Options.tutorial_type == TUT_RANGER_CHAR) + { + text = "However, as a hunter you will want to deal with it using your " + "bow. Do this as follows: wbf+. where wb " + "wields the bow, f fires appropriate ammunition " + "(your arrows) and enters targeting mode. + and " + "- allow you to select the proper monster. Finally, " + "Enter or . fire. If you miss, " + "ff fires at the previous target again."; + print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL); + } + else if (Options.tutorial_type == TUT_MAGIC_CHAR) + { + text = "However, as a conjurer you will want to deal with it using magic." + "Do this as follows: Za+. where Za zaps " + "the first spell you know, "; + text += spell_title(get_spell_by_letter('a')); + text += ", and enters targeting mode. + and - " + "allow you to select the proper target. Finally, Enter " + "or . fire. If you miss, Zap will " + "fire at the previous target again."; + print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL); + } + + Options.tutorial_events[TUT_SEEN_MONSTER] = 0; + Options.tutorial_left--; + Options.tut_just_triggered = 1; +} + +void tutorial_first_item(item_def item) +{ + if (!Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] || Options.tut_just_triggered) + return; + + std::string text = "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 g or " + ", 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 " + "%%?!\"=()[. Once it is in your inventory, you can drop " + "it again with d. Several types of objects will usually " + "be picked up automatically."; + print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL); + + Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] = 0; + Options.tutorial_left--; + Options.tut_just_triggered = 1; +} + +// Here most of the tutorial messages for various triggers are handled. +void learned_something_new(unsigned int seen_what, int x, int y) +{ + // already learned about that + if (!Options.tutorial_events[seen_what]) + return; + + // don't trigger twice in the same turn + if (Options.tut_just_triggered) + return; + + std::string text; + unsigned short ch, colour; + + switch(seen_what) + { + case TUT_SEEN_POTION: + text = "You have picked up your first potion ('!'). Use " + "q to drink (quaff) it."; + break; + case TUT_SEEN_SCROLL: + text = "You have picked up your first scroll ('?'). Type " + "r to read it."; + break; + case TUT_SEEN_WAND: + text = "You have picked up your first wand ('/'). Type " + "z to zap it."; + break; + case TUT_SEEN_SPBOOK: + get_item_symbol(DNGN_ITEM_BOOK, &ch, &colour); + snprintf(info, INFO_SIZE, "%c", ch); + text = "You have picked up a spellbook ('"; + text += info; + text += "'). You can read it by typing r, " + "memorise spells via M and cast a memorised spell " + "with Z."; + + 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 ('(') you've picked up. " + "Use w 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 v."; + 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 (')') 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. v 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 ('[') you've " + "picked up. Use W to wear it and T to " + "take it off again. You can view its properties with " + "v."; + + if (you.species == SP_CENTAUR || you.species == SP_MINOTAUR) + { + snprintf( info, INFO_SIZE, "\nNote that as a %s, you will be unable to wear %s.", + species_name(you.species, 1), you.species == SP_CENTAUR ? "boots" : "helmets"); + text += info; + } + break; + case TUT_SEEN_RANDART: + text = "Weapons and armour that have unusual descriptions like this " + "are much more likely to be of higher enchantment or have " + "special properties, good or bad. The rarer the description, " + "the greater the potential value of an item."; + break; + case TUT_SEEN_FOOD: + text = "You have picked up some food ('%%'). You can eat it " + "by typing e."; + break; + case TUT_SEEN_CARRION: + text = "You have picked up a corpse ('%%'). When a corpse " + "is lying on the ground, you can Dissect with a " + "sharp implement. Once hungry you can eat 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 " + "('=') or an amulet ('\"'). Type " + "P to put it on and R to remove it. You " + "can view it with v 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 wielding and " + "Evoking it."; + break; + case TUT_SEEN_STAFF: + get_item_symbol(DNGN_ITEM_STAVE, &ch, &colour); + snprintf(info, INFO_SIZE, "%c", ch); + text = "You have picked up a magic staff or a rod, both of which are " + "represented by '"; + text += info; + text += "'. Both must be ielded to be of use. " + "Magicians use staves to increase their power in certain spell " + "schools. By contrast, a rod allows the casting of certain " + "spells even without magic knowledge simply by " + "Evoking it. For the latter the power depends on " + "your Evocations skill."; + break; + case TUT_SEEN_STAIRS: + if (you.num_turns < 1) + return; + + text = "The "; + text += get_screen_glyph(x,y); + text += " are some downstairs. You can enter the next (deeper) " + "level by following them down (>). To get back to " + "this level again, press << 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 ^. 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 "; + text += get_screen_glyph(x,y); + text += " is an altar. You can get information about it by pressing " + "p while standing on the square. Before taking up " + "the responding faith you'll be asked for confirmation."; + break; + case TUT_SEEN_SHOP: + text = "The "; + text += get_screen_glyph(x,y); + text += " is a shop. You can enter it by typing <<."; + break; + case TUT_SEEN_DOOR: + if (you.num_turns < 1) + return; + + text = "The "; + text += get_screen_glyph(x,y); + text += " is a closed door. You can open it by walking into it. " + "Sometimes it is useful to close a door. Do so by pressing " + "c, 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 += " pray 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 Mcb, which can then be " + "zapped with Zb."; + } + break; + case TUT_SKILL_RAISE: + text = "One of your skills just got raised. Type m 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 @ 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 " + "5) 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 5) 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 D 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 " + "eat 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 , or g 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 drop " + "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 drop 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 drop and Dissect it during " + "prayer (p) 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 " + "Dissect. One or more chunks will appear that you can " + "then eat. 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 ^."; + } + break; + case TUT_SHIFT_RUN: + text = "Walking around takes less keystrokes if you press " + "Shift-direction or / direction. " + "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 X to bring up the level map. Typing " + "? shows the list of level map commands. " + "Most importantly, moving the cursor to a spot and pressing " + ". or Enter 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 '>'. Proceed there and press > 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 s, . or 5 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 s " + "or ., or for 100 turns with 5 or " + "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 5 or " + "shift-numpad-5 to do so."; + break; + case TUT_NEED_POISON_HEALING: + text = "Your poisoning could easily kill you, so now would be a good " + "time to quaff 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 (a) " + "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 A."; + break; + case TUT_NEW_ABILITY: + text = "You just gained a new ability. Press a to take a " + "look at your abilities or to use one of them."; + break; + case TUT_WIELD_WEAPON: + text = "You might want to wield 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 '."; + } + break; + case TUT_SEEN_MONSTER: + case TUT_SEEN_FIRST_OBJECT: + break; + default: + text += "You've found something new (but I don't know what)!"; + } + if (seen_what != TUT_SEEN_MONSTER && seen_what != TUT_SEEN_FIRST_OBJECT) + print_formatted_paragraph(text, COLS, MSGCH_TUTORIAL); + +// more(); + + Options.tut_just_triggered = true; + Options.tutorial_events[seen_what] = 0; + Options.tutorial_left--; +} -- cgit v1.2.3-54-g00ecf