From 0282f209e8d708396f20c99e8b212cfa488aca37 Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Wed, 14 Mar 2007 16:48:11 +0000 Subject: Major overhaul of tutorial messages and clean-up of tutorial.cc I've also hopefully fixed a bug concerning entry vaults during the tutorial. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1038 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/acr.cc | 4 +- crawl-ref/source/dungeon.cc | 6 +- crawl-ref/source/externs.h | 1 + crawl-ref/source/fight.cc | 2 + crawl-ref/source/menu.cc | 76 ++ crawl-ref/source/menu.h | 2 + crawl-ref/source/tutorial.cc | 2648 +++++++++++++++++++++--------------------- crawl-ref/source/view.cc | 4 +- 8 files changed, 1386 insertions(+), 1357 deletions(-) (limited to 'crawl-ref') diff --git a/crawl-ref/source/acr.cc b/crawl-ref/source/acr.cc index 0c50ab5ed9..38d0f53351 100644 --- a/crawl-ref/source/acr.cc +++ b/crawl-ref/source/acr.cc @@ -848,13 +848,13 @@ static void input() { tutorial_healing_reminder(); } - else if (you.running < RMODE_REST_DURATION && + else if (!you.running && Options.tutorial_events[TUT_SHIFT_RUN] && you.num_turns >= 200) { learned_something_new(TUT_SHIFT_RUN); } - else if (you.running < RMODE_REST_DURATION && + else if (!you.running && Options.tutorial_events[TUT_MAP_VIEW] && you.num_turns >= 500) { diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc index 7c325b7c21..04df22f0ef 100644 --- a/crawl-ref/source/dungeon.cc +++ b/crawl-ref/source/dungeon.cc @@ -3966,16 +3966,14 @@ static int random_map_for_dlevel(int level_number, bool wantmini = false) if (vault == -1) vault = random_map_for_place(altname, wantmini); + // disallow entry vaults for tutorial (complicates things) if (vault == -1 && you.where_are_you == BRANCH_MAIN_DUNGEON - && level_number == 0) + && level_number == 0 && !Options.tutorial_left) { vault = random_map_for_tag("entry", wantmini); } - if (Options.tutorial_left) - vault = -1; - return (vault); } diff --git a/crawl-ref/source/externs.h b/crawl-ref/source/externs.h index e03b950a8f..f4e4626c87 100644 --- a/crawl-ref/source/externs.h +++ b/crawl-ref/source/externs.h @@ -1305,6 +1305,7 @@ public: unsigned int tut_spell_counter; unsigned int tut_throw_counter; unsigned int tut_berserk_counter; + unsigned int tut_melee_counter; unsigned tut_last_healed; bool tut_just_triggered; diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc index 1e43f6dfea..2714802820 100644 --- a/crawl-ref/source/fight.cc +++ b/crawl-ref/source/fight.cc @@ -498,6 +498,8 @@ bool melee_attack::player_attack() if (player_hits_monster()) { did_hit = true; + if (Options.tutorial_left) + Options.tut_melee_counter++; // This actually does more than calculate damage - it also sets up // messages, etc. diff --git a/crawl-ref/source/menu.cc b/crawl-ref/source/menu.cc index 49f4f52e84..163f50cb4d 100644 --- a/crawl-ref/source/menu.cc +++ b/crawl-ref/source/menu.cc @@ -1150,6 +1150,82 @@ int linebreak_string( std::string& s, int wrapcol, int maxcol ) return breakcount; } +int linebreak_string2( std::string& s, int maxcol ) +{ + size_t loc = 0; + int xpos = 0, spacepos = 0; + int breakcount = 0; + while ( loc < s.size() ) + { + if ( s[loc] == '<' ) // tag + { + // << escape + if ( loc + 1 < s.size() && s[loc+1] == '<' ) + { + ++xpos; + loc += 2; + // Um, we never break on <<. That's a feature. Right. + continue; + } + // skip tag + while ( loc < s.size() && s[loc] != '>' ) + ++loc; + ++loc; + } + else + { + // user-forced newline + if ( s[loc] == '\n' ) + xpos = 0; + // hard linebreak + else if ( xpos > maxcol ) + { + if (spacepos >= xpos-maxcol) + { + loc = spacepos; + s.replace(loc, 1, "\n"); + } + else + s.insert(loc, "\n"); + xpos = 0; + ++breakcount; + } + // soft linebreak + else if ( s[loc] == ' ' && xpos > 0) + { + spacepos = loc; + ++xpos; + } + // bog-standard + else + ++xpos; + + ++loc; + } + } + return breakcount; +} + +// takes a (possibly tagged) string, breaks it into lines and +// prints it into the given message channel +void print_formatted_paragraph(std::string &s, int maxcol, int channel) +{ + linebreak_string2(s,maxcol); + std::string text; + + size_t loc = 0, oldloc = 0; + while ( loc < s.size() ) + { + if (s[loc] == '\n') { + text = s.substr(oldloc, loc-oldloc); + formatted_mpr( formatted_string::parse_string(text), channel ); + oldloc = ++loc; + } + loc++; + } + formatted_mpr( formatted_string::parse_string( s.substr(oldloc, loc-oldloc) ), channel ); +} + bool formatted_scroller::jump_to( int i ) { if ( i == first_entry + 1 ) diff --git a/crawl-ref/source/menu.h b/crawl-ref/source/menu.h index 3a8eb8769e..55eef14f97 100644 --- a/crawl-ref/source/menu.h +++ b/crawl-ref/source/menu.h @@ -373,5 +373,7 @@ protected: int menu_colour(const std::string &itemtext); int linebreak_string( std::string& s, int wrapcol, int maxcol ); +int linebreak_string2( std::string& s, int maxcol ); +void print_formatted_paragraph( std::string &s, int maxcol, int channel = 0); #endif diff --git a/crawl-ref/source/tutorial.cc b/crawl-ref/source/tutorial.cc index bdd66ac589..c2d314a78a 100644 --- a/crawl-ref/source/tutorial.cc +++ b/crawl-ref/source/tutorial.cc @@ -1,1349 +1,1299 @@ -/* - * Created for Crawl Reference by JPEG on $Date: 2007-01-11$ - */ - -#include "AppHdr.h" -#include "tutorial.h" -#include - -#include "command.h" -#include "files.h" -#include "itemprop.h" -#include "message.h" -#include "misc.h" -#include "newgame.h" -#include "output.h" -#include "player.h" -#include "religion.h" -#include "spl-util.h" -#include "stuff.h" -#include "view.h" - -//#define TUTORIAL_DEBUG -#define TUTORIAL_VERSION 101 -int INFO2_SIZE = 500; -char info2[500]; - -static std::string tut_debug_list(int event); - -void save_tutorial( FILE* fp ) -{ - writeLong( fp, TUTORIAL_VERSION); - writeShort( fp, Options.tutorial_type); - for ( unsigned i = 0; i < TUT_EVENTS_NUM; ++i ) - writeShort( fp, Options.tutorial_events[i] ); -} - -void load_tutorial( FILE* fp ) -{ - Options.tutorial_left = 0; - - int version = readLong(fp); - Options.tutorial_type = readShort(fp); - if (version != TUTORIAL_VERSION) - return; - for ( long i = 0; i < TUT_EVENTS_NUM; ++i ) - { - Options.tutorial_events[i] = readShort(fp); - Options.tutorial_left += Options.tutorial_events[i]; - } -} - -// override init file definition for some options -void init_tutorial_options() -{ - if (!Options.tutorial_left) - return; - - Options.delay_message_clear = false; - Options.auto_list = true; -} - -// tutorial selection screen and choice -bool pick_tutorial() -{ - char keyn; - bool printed = false; - -tut_query: - if (!printed) - { - clrscr(); - - textcolor( WHITE ); - cprintf("You must be new here indeed!"); - - cprintf(EOL EOL); - textcolor( CYAN ); - cprintf("You can be:"); - cprintf(EOL EOL); - - textcolor( LIGHTGREY ); - - for (int i = 0; i < TUT_TYPES_NUM; i++) - print_tutorial_menu(i); - - textcolor( BROWN ); - cprintf(EOL "SPACE - Back to class selection; Bksp - Back to race selection" - EOL "* - Random tutorial; X - Quit" - EOL); - printed = true; - } - keyn = c_getch(); - - if (keyn == '*') - keyn = 'a' + random2(TUT_TYPES_NUM); - - // choose character for tutorial game - if (keyn >= 'a' && keyn <= 'a' + TUT_TYPES_NUM - 1) - { - Options.tutorial_type = keyn - 'a'; - for (int i = 0; i < TUT_EVENTS_NUM; i++) - Options.tutorial_events[i] = 1; - - Options.tut_explored = 1; - Options.tut_stashes = 1; - Options.tut_travel = 1; - // possibly combine to specialty_counter or something - Options.tut_spell_counter = 0; - Options.tut_throw_counter = 0; - Options.tut_berserk_counter = 0; - Options.tut_last_healed = 0; - - Options.tutorial_left = TUT_EVENTS_NUM; - you.species = get_tutorial_species(Options.tutorial_type); - you.char_class = get_tutorial_job(Options.tutorial_type); - - Options.random_pick = true; // random choice of starting spellbook - Options.weapon = WPN_HAND_AXE; // easiest choice for dwarves - return true; - } - - if (keyn == CK_BKSP || keyn == ' ') - { - // in this case, undo previous choices -// set_startup_options(); - you.species = 0; you.char_class = JOB_UNKNOWN; - Options.race = 0; Options.cls = 0; - } - - switch (keyn) - { - case CK_BKSP: - choose_race(); - break; - case ' ': - choose_class(); - break; - case 'X': - cprintf(EOL "Goodbye!"); - end(0); - break; - default: - printed = false; - goto tut_query; - } - - return false; -} - -void print_tutorial_menu(unsigned int type) -{ - char letter = 'a' + type; - char desc[100]; - - switch(type) - { -/* - case TUT_MELEE_CHAR: - strcpy(desc, "(Standard melee oriented character)"); - break; -*/ - case TUT_BERSERK_CHAR: - strcpy(desc, "(Melee oriented character with divine support)"); - break; - case TUT_MAGIC_CHAR: - strcpy(desc, "(Magic oriented character)"); - break; - case TUT_RANGER_CHAR: - strcpy(desc, "(Ranged fighter)"); - break; - default: // no further choices - snprintf(info, INFO_SIZE, "Error in print_tutorial_menu: type = %d", type); - mpr( info ); - break; - } - - cprintf("%c - %s %s %s" EOL, letter, species_name(get_tutorial_species(type), 1), - get_class_name(get_tutorial_job(type)), desc); -} - -unsigned int get_tutorial_species(unsigned int type) -{ - switch(type) - { -/* - case TUT_MELEE_CHAR: - return SP_MOUNTAIN_DWARF; -*/ - case TUT_BERSERK_CHAR: - return SP_MINOTAUR; - case TUT_MAGIC_CHAR: - return SP_DEEP_ELF; - case TUT_RANGER_CHAR: - return SP_CENTAUR; - default: // use something fancy for debugging - return SP_KENKU; - } -} - -// TO DO: check whether job and species are compatible... -unsigned int get_tutorial_job(unsigned int type) -{ - switch(type) - { -/* - case TUT_MELEE_CHAR: - return JOB_FIGHTER; -*/ - case TUT_BERSERK_CHAR: - return JOB_BERSERKER; - case TUT_MAGIC_CHAR: - return JOB_CONJURER; - case TUT_RANGER_CHAR: - return JOB_HUNTER; - default: // use something fancy for debugging - return JOB_NECROMANCER; - } -} - -static formatted_string formatted_paragraph(std::string text, unsigned int width) -{ - std::string result; - - size_t start = 0, pos = 0, end = 0; - - for (; end < strlen(text.c_str()); pos = end+1) - { - // get next "word" - end = text.find(' ', pos); - if ( end >= strlen(text.c_str()) ) - pos = end; - - if (end - start >= width || end >= strlen(text.c_str()) ) - { - end = pos; - result += text.substr(start, end-start-1); - result += EOL; - start = pos; - } - } - result += EOL; - - return formatted_string::parse_string(result); -} - -static formatted_string tut_starting_info(unsigned int width) -{ - std::string result; // the entire page - std::string text; // one paragraph - - result += "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, "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 += ""; - result += "What you see here is the typical Crawl screen. The upper left map shows your " EOL; - result += "hero as the @ in the center. The parts of the map you remember but cannot " EOL; - result += "currently see, will be greyed out." EOL; - result += ""; - result += "[--more-- Press Escape to skip the basics]"; - - 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 += ""; - result += "This lower part of the screen is reserved for messages. Everything related to " EOL; - result += "the tutorial is shown in this colour. If you missed something, previous messages " EOL; - result += "can be shown again with Ctrl-P. " EOL; - result += ""; - result += "[--more-- Press Escape to skip the basics]"; - - return formatted_string::parse_string(result); -} - -static void tutorial_movement_info() -{ - snprintf(info, INFO_SIZE, "To move your character, use the numpad; try Numlock both on and off. If your "); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "system has no number pad, or if you are familiar with the vi keys, movement is "); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "also possible with hjklyubn. A basic command list can be found under ?, and the "); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "most important commands will be explained to you as it becomes necessary. "); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); -} - -// copied from display_mutations and adapted -void tut_starting_screen() -{ - int x1, x2, y1, y2; - int MAX_INFO = 4; -#ifdef TUTORIAL_DEBUG - MAX_INFO++; -#endif - char ch; - - for (int i=0; i<=MAX_INFO; i++) - { - x1 = 1; y1 = 1; - x2 = 80; y2 = 25; - - if (i==1 || i==3) - { - y1 = 19; // message window - } - else if (i==2) - { - x2 = 40; // map window - y2 = 18; - } - - if (i==0) - clrscr(); - - gotoxy(x1,y1); - - if (i==0) - tut_starting_info(x2).display(); - else if (i==1) - tutorial_map_intro().display(); - else if (i==2) - tutorial_stats_intro().display(); - else if (i==3) - tutorial_message_intro().display(); - else if (i==4) - tutorial_movement_info(); - else - { -#ifdef TUTORIAL_DEBUG - clrscr(); - gotoxy(x1,y1); - tutorial_debug().display(); -#else - continue; -#endif - } - - ch = c_getch(); - - redraw_screen(); - if (ch == ESCAPE) - break; - - } - // too important to break off early - -} - -void tutorial_death_screen() -{ - Options.tutorial_left = 0; - - mpr( "Welcome to Crawl! Stuff like this happens all the time.", MSGCH_TUTORIAL, 0); - mpr( "Okay, that didn't go too well. Maybe you need to change your tactics. Here's one out of several hints:", MSGCH_TUTORIAL); - more(); - - int hint = random2(6); - switch(hint) - { - case 0: - snprintf(info2, INFO2_SIZE, "Remember to use those scrolls, potions or wands you've found. " - "Very often, you cannot expect to identify everything with the scroll only. Learn to improvise: " - "identify through usage."); - mpr(info2, MSGCH_TUTORIAL); - break; - case 1: - snprintf(info2, INFO2_SIZE, "Learn when to run away from things you can't handle - this is important! " - "It is often wise to skip a dangerous level. But don't overdo this as monsters will only get harder " - "the deeper you get."); - mpr(info2, MSGCH_TUTORIAL); - break; - case 2: -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "Rest between encounters. In Crawl, searching and resting are one and the same."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "To search for one turn, press s, ., delete or keypad-5. Pressing 5 or"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "shift-and-keypad-5 will let you rest for a longer time (you will stop resting"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "when fully healed)."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case 3: - snprintf(info2, INFO2_SIZE, "Always consider using projectiles before engaging monsters in close combat."); - mpr(info2, MSGCH_TUTORIAL); - break; // check Options.tut_throw_counter - case 4: - snprintf(info2, INFO2_SIZE, "If you are badly wounded, you can run away from monsters to buy some time. " - "Try losing them in corridors or find a place where you can run around in circles to heal while the " - "monster chases you."); - mpr(info2, MSGCH_TUTORIAL); - break; - case 5: - snprintf(info2, INFO2_SIZE, "Never fight more than one monster if you can help it. Always back into a " - "corridor so that they must fight you one on one."); - mpr(info2, MSGCH_TUTORIAL); - break; - default: - snprintf(info2, INFO2_SIZE, "Sorry, no hint this time, although there should have been one."); - mpr(info2, MSGCH_TUTORIAL); - } - more(); - if (Options.tutorial_type == TUT_MAGIC_CHAR && Options.tut_spell_counter < 10 ) - mpr( "As a Conjurer your main weapon should be offensive magic. Cast spells more often!", MSGCH_TUTORIAL); - else if (Options.tutorial_type == TUT_BERSERK_CHAR && Options.tut_berserk_counter < 1 ) - mpr( "Also remember to use Berserk when fighting stronger foes.", MSGCH_TUTORIAL); - else if (Options.tutorial_type == TUT_RANGER_CHAR && Options.tut_throw_counter < 10 ) - mpr( "Also remember to use your bow and arrows against distant monsters.", MSGCH_TUTORIAL); - - mpr( "See you next game!", MSGCH_TUTORIAL); - - for ( long i = 0; i < TUT_EVENTS_NUM; ++i ) - Options.tutorial_events[i] = 0; -} - -void tutorial_finished() -{ - Options.tutorial_left = 0; - snprintf(info, INFO_SIZE, "That's it for now: For the time being you've learned enough, so we'll let you "); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "find out the rest for yourself. If you haven't already done so you might try a "); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "different tutorial sometime to gain an insight into other aspects of Crawl. "); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Note that from now on the help screen (?) will look a bit different. Let us say"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "goodbye with a playing hint:"); - mpr(info, MSGCH_TUTORIAL); - more(); - - if (Options.tut_explored) - { - snprintf(info, INFO_SIZE, "Walking around and exploring levels gets easier by using auto-explore (Ctrl-O)."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - else if (Options.tut_travel) - { -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "There is a convenient way for travelling between far away dungeon levels: press"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Ctrl-G and enter the desired destination. If your travel gets interrupted,"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "issueing Ctrl-G Enter will continue it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - else if (Options.tut_stashes) - { - snprintf(info, INFO_SIZE, "To keep an account on the great many items scattered throughout the dungeon,"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "use the Ctrl-F command. This lets you find anything that matches the word you"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "entered. For example, Ctrl-F \"knife\" will list all places where knives have"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "been seen. Also, by pressing the letter of one the spots, you will be able to"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "travel there automatically. It is even possible to search for dungeon features"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "like \"shop\", \"altar\", or for more general terms like \"blade\". The latter"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "will search for all weapons falling into either the Short Blades or the Long"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Blades classes."); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "For those familiar with regular expressions: these can be used here as well."); - mpr(info, MSGCH_TUTORIAL); - } - else - { - switch (random2(2)+3) - { - case 3: - snprintf(info, INFO_SIZE, "The game will keep an automated logbook for your characters. Use ?: to read it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "You can also enter notes manually with the : command. Once your character"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "perishes, two morgue files will be left (look in the /morgue directory). The"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "one ending in txt contains a copy of your logbook."); - mpr(info, MSGCH_TUTORIAL); - break; - case 4: - snprintf(info, INFO_SIZE, "Crawl has a macro function built in: press ~m to define a macro by first"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "specifying a trigger key (say, F) and a command sequence. So, for example"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "~mFZa+. will make the F key always zap the spell in slot a on the nearest"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "monster. Do not overwrite crucial commands! The functions keys F1-F12 are"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "generally safe. The ~ also lets you define keybindings. These are useful when"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "some keys do not work as expected on your system. In addition, you can define"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "macro-type sequences for the level map or targeting modes only."); - mpr(info, MSGCH_TUTORIAL); - break; - /* - case 5: - snprintf(info2, INFO2_SIZE, "You can use the { command to inscribe some words on one of your items. " - "Besides general item-related notes, there are some further functions for this: inscribing @w1 on a weapon " - "lets you wield it with w1, regardless of the inventory letter (1 can be replaced by any digit and w " - "could be any action key or *, meaning all actions). Inscribing !d will ask you before dropping the item."); - break; - case 6: - snprintf(info2, INFO2_SIZE, "The interface can be greatly customised. All options are explained in the file " - "crawl_options.txt which should be in the /docs directory. The options are set in init.txt or white .crawlrc. " - "Crawl will complain when it can't find either.\n" - "Options of the yes/no (or true/false) type appear the opposite of their default, e.g. \"#show_turns = false\". " - "Just removing the comment sign will change the behaviour of such options. Other options require numbers/words as " - "arguments - read the doc file for these."); - break; - */ - default: - snprintf(info2, INFO2_SIZE, "Oops... No hint for now. Better luck next time!"); - } - } - mpr("Have a crunchy Crawling!", MSGCH_TUTORIAL, 0); - more(); - - Options.tutorial_left = 0; - for ( long i = 0; i < TUT_EVENTS_NUM; ++i ) - Options.tutorial_events[i] = 0; -} - -void tutorial_prayer_reminder() -{ - if (Options.tut_just_triggered) - return; - if (coinflip()) - {// always would be too annoying - snprintf(info, INFO_SIZE, "Remember to pray before battle, so as to dedicate your kills to %s. ", god_name(you.religion)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Should the monster leave a corpse, consider Dissecting it as a sacrifice to"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "%s, as well.", god_name(you.religion)); - mpr(info, MSGCH_TUTORIAL); - } -} - -void tutorial_healing_reminder() -{ - if (you.poisoning) - { - if (Options.tutorial_events[TUT_NEED_POISON_HEALING]) - learned_something_new(TUT_NEED_POISON_HEALING); - } - else - { - if (Options.tutorial_events[TUT_NEED_HEALING]) - learned_something_new(TUT_NEED_HEALING); - else if (you.num_turns - Options.tut_last_healed >= 50 && !you.poisoning) - { - if (Options.tut_just_triggered) - return; - snprintf(info, INFO_SIZE, "Remember to rest between fights and to enter unexplored terrain with full"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "hitpoints and/or magic. To do this, press 5."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - Options.tut_last_healed = you.num_turns; - } -} - -void taken_new_item(unsigned char item_type) -{ -/* - if (Options.tutorial_events[TUT_SEEN_FIRST_OBJECT]) - learned_something_new(TUT_SEEN_FIRST_OBJECT); -*/ - switch(item_type) - { - case OBJ_WANDS: - learned_something_new(TUT_SEEN_WAND); - break; - case OBJ_SCROLLS: - learned_something_new(TUT_SEEN_SCROLL); - break; - case OBJ_JEWELLERY: - learned_something_new(TUT_SEEN_JEWELLERY); - break; - case OBJ_POTIONS: - learned_something_new(TUT_SEEN_POTION); - break; - case OBJ_BOOKS: - learned_something_new(TUT_SEEN_SPBOOK); - break; - case OBJ_FOOD: - learned_something_new(TUT_SEEN_FOOD); - break; - case OBJ_CORPSES: - learned_something_new(TUT_SEEN_CARRION); - break; - case OBJ_WEAPONS: - learned_something_new(TUT_SEEN_WEAPON); - break; - case OBJ_ARMOUR: - learned_something_new(TUT_SEEN_ARMOUR); - break; - case OBJ_MISSILES: - learned_something_new(TUT_SEEN_MISSILES); - break; - case OBJ_STAVES: - case OBJ_MISCELLANY: - learned_something_new(TUT_SEEN_MISC); - break; - default: /* nothing to be done */ - return; - } -} - -void tutorial_first_monster(monsters mon) -{ - if (!Options.tutorial_events[TUT_SEEN_MONSTER]) - return; - - std::string help = "That "; - formatted_string st = formatted_string::parse_string(help); - st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL)); - st.formatted_string::add_glyph(&mon); - help = " is a monster, usually depicted by letters, e.g. typical early monsters "; - st += formatted_string::parse_string(help); - formatted_mpr(st, MSGCH_TUTORIAL); - - learned_something_new(TUT_SEEN_MONSTER); -} - -void tutorial_first_item(item_def item) -{ - if (!Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] || Options.tut_just_triggered) - return; - - std::string help = "That "; - formatted_string st = formatted_string::parse_string(help); - st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL)); - st.formatted_string::add_glyph(&item); - help = " is an item. If you move to this spot and press g or , you can pick it up."; - st += formatted_string::parse_string(help); - formatted_mpr(st, MSGCH_TUTORIAL); - - learned_something_new(TUT_SEEN_FIRST_OBJECT); -} - -void learned_something_new(unsigned int seen_what, int x, int y) -{ - // already learned about that - if (!Options.tutorial_events[seen_what]) - return; - - // don't trigger twice in the same turn - if (Options.tut_just_triggered && seen_what != TUT_SEEN_MONSTER) - return; - - // If seeing something right at game start wait for input -/* if (!you.num_turns && !you.turn_is_over && getch() == 0) - getch(); -*/ - switch(seen_what) - { - case TUT_SEEN_FIRST_OBJECT: -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "Generally, items are shown by non-letter symbols like %%?!\"=()[. Once picked up,"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "you can drop it again with d. Depending on the current options, several types of"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "objects will be picked up automatically."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_POTION: - snprintf(info, INFO_SIZE, "You have picked up your first potion ('!'). Use q to quaff (drink) it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_SCROLL: - snprintf(info, INFO_SIZE, "You have picked up your first scroll ('?'). Type r to read it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_WAND: - snprintf(info, INFO_SIZE, "You have picked up your first wand ('/'). Type z to zap it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_SPBOOK: - snprintf(info, INFO_SIZE, "You have picked up a spellbook ('+' or ':'). You can read it by typing r,"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "memorise spells via M and cast a memorised spell with Z."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - if (you.skills[SK_SPELLCASTING]) - { - snprintf(info, INFO_SIZE, "However, for now you will be unable to do so. First your mind has to become"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "accustomed to using magic by reading lots of scrolls."); - mpr(info, MSGCH_TUTORIAL); - } - break; - case TUT_SEEN_WEAPON: - snprintf(info, INFO_SIZE, "This is the first weapon ('(') you've picked up. Use w to wield it, but be"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "aware that this weapon might use a different skill from the one you've been"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "training with your current one. You can use v (followed by the weapon's letter)"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "to find out about that and other extras the weapon might have. To take a look at"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "your skills, press m."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_MISSILES: - snprintf(info, INFO_SIZE, "This is the first stack of missiles (')') you've picked up. Darts can be thrown"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "by hand, but other missile types like arrows and needles require a launcher (and"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "training in using it) to be really effective. v gives more information about"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "both missiles and launcher."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - if (Options.tutorial_type == TUT_RANGER_CHAR) - { - snprintf(info, INFO_SIZE, "As you're already trained in Bows you should stick with arrows and collect more of them in the dungeon."); - } - else if (Options.tutorial_type == TUT_MAGIC_CHAR) - { - snprintf(info2, INFO2_SIZE, "However, as a spellslinger you don't really need another type of ranged attack, unless there's another effect in addition to damage."); - } - else - { - snprintf(info2, INFO2_SIZE, "For now you might be best off with sticking to darts or stones for ranged attacks."); - } - mpr(info2, MSGCH_TUTORIAL, 1); - break; - case TUT_SEEN_ARMOUR: - snprintf(info, INFO_SIZE, "This is the first piece of armour ('[') you've picked up. Use W to wear it and"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "T to take it off again. You can also use v (followed by the armour's letter)"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "to get some information about it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - if (you.species == SP_CENTAUR) - { - snprintf( info, INFO_SIZE, "Note that as a %s, you will be unable to wear boots.", species_name(you.species, 1) ); - mpr(info, MSGCH_TUTORIAL); - } - else if (you.species == SP_MINOTAUR) - { - snprintf( info, INFO_SIZE, "Note that as a %s, you will be unable to wear helmets.", species_name(you.species, 1) ); - mpr(info, MSGCH_TUTORIAL); - } - break; - case TUT_SEEN_RANDART: - snprintf(info, INFO_SIZE, "Weapons and armour that have descriptions like this are more likely to be of higher" - "enchantment or have special properties, good or bad."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_SEEN_FOOD: - snprintf(info, INFO_SIZE, "You have picked up some food ('%%'). You can eat it by typing e."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_CARRION: - snprintf(info, INFO_SIZE, "You have picked up a corpse ('%%'). You can dissect it with D - it needs to be"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "on the ground for that to work, though - and eat the resulting chunks (though"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "they may not be healthy). During prayer you can offer corpses to your god by dissecting them, as well."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_SEEN_JEWELLERY: - snprintf(info, INFO_SIZE, "You have picked up a a piece of jewellery, either a ring ('=') or an amulet"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "an amulet ('\"'). Type P to put it on and R to remove it. You can also use v"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "(followed by the appropriate letter) to get some information about it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_MISC: - snprintf(info, INFO_SIZE, "This is a strange object. You can play around with it to find out what it does"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "by wielding and Evoking it."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_MONSTER: -// snprintf(info, INFO_SIZE, "The %s is a monster, usually depicted by letters, e.g. typical early monsters are", st.c_str()); - snprintf(info, INFO_SIZE, "are r, g, b or K. You can gain some information about it by pressing x, moving"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "the cursor on the monster and then pressing v. To attack it with your current"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "weapon, simply move into it."); - mpr(info, MSGCH_TUTORIAL); - - if (Options.tutorial_type == TUT_RANGER_CHAR) - { - more(); - snprintf(info, INFO_SIZE, "However, as a hunter you might want to deal with it using your bow. Do this"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "with the following keypresses: wbf+. Here, wb wields the bow, f fires"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "appropriate ammunition (your arrows) and enters targeting mode. A very simple"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "way to aim is by pressing + and - until you target the proper monster. Finally,"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, ". or Enter will fire. If you miss, ff will fire at the previous target."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - else if (Options.tutorial_type == TUT_MAGIC_CHAR) - { - more(); - snprintf(info, INFO_SIZE, "However, as a conjurer you might want to deal with it using magic. Do this"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "with the following key presses: Za+. Here, Za zaps the first spell you know,"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "%s, and enters targeting mode. A very simple way to aim is by ", spell_title(get_spell_by_letter('a'))); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "pressing + and - until you target the proper monster. Finally, fire by pressing"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, ". or Enter. If you miss, Zap will fire at the previous target."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - break; - case TUT_SEEN_STAIRS: - snprintf(info, INFO_SIZE, "These are some downstairs. You can enter the next (deeper) level by following"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "them down (>). To get back to this level again, press << while standing on the"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "upstairs."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_SEEN_TRAPS: - snprintf(info, INFO_SIZE, "Oops... you just entered a trap. An unwary adventurer will occasionally stumble"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "into one of these nasty constructions depicted by ^. They can do physical"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "damage (with darts or needles, for example) or have other, more magical " - "effects, e.g. teleportation."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_SEEN_ALTAR: - snprintf(info, INFO_SIZE, "The _ is an altar. You can get information about it or join this god by pressing"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "p while standing on the square. Don't worry: You'll be asked for confirmation!"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_SHOP: - snprintf(info, INFO_SIZE, "The %c is a shop. You can enter it same as you would a new level, by typing <<.", get_screen_glyph(x,y)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_SEEN_DOOR: - snprintf(info, INFO_SIZE, "The %c is a closed door. You can open it by walking into it.", get_screen_glyph(x,y)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Sometimes it is useful to close a door. Do so by pressing c, followed by the"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "direction."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_KILLED_MONSTER: - snprintf(info, INFO_SIZE, "Congratulations, your character just gained some experience by killing this " - "monster! By taking actions, certain skills will be trained and become better."); - mpr(info, MSGCH_TUTORIAL); - if (/*Options.tutorial_type == TUT_MELEE_CHAR ||*/ Options.tutorial_type == TUT_BERSERK_CHAR) - snprintf(info, INFO_SIZE, "For example, killing monsters in melee battle will raise your Axes and Fighting skills."); - else if (Options.tutorial_type == TUT_RANGER_CHAR) - snprintf(info, INFO_SIZE, "For example, killing monsters using bow and arrows will raise your Bows and Ranged Combat skills."); - else //if (Options.tutorial_type == TUT_MAGIC_CHAR) - snprintf(info, INFO_SIZE, "For example, killing monsters with offensive magic will raise your Conjurations" "and Spellcasting skills."); - mpr(info, MSGCH_TUTORIAL); - - if (you.religion != GOD_NO_GOD) - { - snprintf(info, INFO_SIZE, "To dedicate your kills to %s, pray (p) before battle. ", god_name(you.religion)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Not all gods will be equally pleased at doing this, nor will they accept every kill."); - mpr(info, MSGCH_TUTORIAL); - } - break; - case TUT_NEW_LEVEL: - snprintf(info2, INFO2_SIZE, "Well done! Reaching a new experience level is always a nice event: " - "you get more health and magic points, and occasionally increases to your attributes " - "(strength, dexterity, intelligence)."); - mpr(info2, MSGCH_TUTORIAL); - if (Options.tutorial_type == TUT_MAGIC_CHAR) - { - snprintf(info, INFO_SIZE, "New experience levels will let you learn more spells (the Spellcasting skill"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "also does this). For now, you should try to memorise the second spell of your"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "starting book with M, the letter of the book, and b. Once learnt, you can zap"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "it with Zb."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - break; - case TUT_SKILL_RAISE: - snprintf(info, INFO_SIZE, "One of your skills just got raised. Type m to take a look at your skills screen."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_YOU_ENCHANTED: - snprintf(info, INFO_SIZE, "Enchantments of all types can befall you temporarily. Abbreviated signalisation"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "appears at the lower end of the stats area. Press @ for more details. A list of"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "all possible enchantments is given in the manual."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_YOU_SICK: - learned_something_new(TUT_YOU_ENCHANTED); - snprintf(info, INFO_SIZE, "Sometimes corpses become spoiled or inedible, resulting in sickness. Also, some"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "monsters' flesh is less palatable than others'. While sick, your hitpoints will"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "not regenerate, and sickness often takes a toll on your body. It wears off with"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "time (wait with 5) or, if you've got the means, you could heal yourself."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_YOU_POISON: - learned_something_new(TUT_YOU_ENCHANTED); - snprintf(info, INFO_SIZE, "Poison will slowly reduce your hp. It wears off with time (wait with 5) or, if"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "you've got the means, you could heal yourself."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_YOU_CURSED: - snprintf(info2, INFO2_SIZE, "Curses are comparatively harmless but they do mean that you cannot remove cursed " - "equipment and will have to suffer the (possibly) bad effects until you find and read a scroll to remove the curse."); - mpr(info2, MSGCH_TUTORIAL); - break; - case TUT_YOU_HUNGRY: - snprintf(info, INFO_SIZE, "There are two ways to overcome hunger: food rations you started with or found,"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "and selfmade food from corpses. To get the latter, all you need to do is chop"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "up a corpse, that is, Dissect it while standing on the corpse in question. You"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "need to wield a sharp weapon to do that. Your starting weapon will do nicely."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_YOU_STARVING: - snprintf(info, INFO_SIZE, "You are now suffering from terrible hunger. You'll need to eat something"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "quickly, or you'll starve. The safest way to deal with this is to simply eat something from"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "your inventory rather than wait for a monster to leave a corpse."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_MULTI_PICKUP: - snprintf(info, INFO_SIZE, "There's a more comfortable way to pick up several items at the same time. If"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "you press , or g twice you can choose items from a menu. This takes"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "less keystrokes but has no influence on the number of turns needed. Multi-pickup will be"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "interrupted by a monster attacking you or similar potentially dangerous events."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_HEAVY_LOAD: - if (you.burden_state != BS_UNENCUMBERED) - snprintf(info, INFO_SIZE, "It is not usually a good idea to run around encumbered; it slows you down and increases your hunger."); - else - snprintf(info, INFO_SIZE, "Sadly, your inventory is limited to 52 items, and it appears your knapsack is full."); - mpr(info, MSGCH_TUTORIAL); - - snprintf(info, INFO_SIZE, "However, this is easy enough to rectify: simply drop some of the stuff you"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "don't need or that's too heavy to lug around permanently."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_ROTTEN_FOOD: - snprintf(info, INFO_SIZE, "One or more of the chunks or corpses you carry has started to rot. Few races"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "can digest these safely, so you might just as well drop them now."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - if (you.religion == GOD_TROG || you.religion == GOD_MAKHLEB || you.religion == GOD_OKAWARU) - { - snprintf(info, INFO_SIZE, "Also, if it is a rotting corpse you carry now might be a good time to drop"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "and Dissect it during prayer (p) as an offer to %s.", god_name(you.religion)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - break; - case TUT_MAKE_CHUNKS: - snprintf(info, INFO_SIZE, "How lucky! You just killed a monster which left a corpse. Standing over the"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "corpse, you can press D to dissect it. One or more chunks will appear, which"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "can be eaten with e."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Be warned that not all chunks are edible, some never, others only sometimes. Only experience will " - "help you, here. But remember that you are what you eat."); - mpr(info, MSGCH_TUTORIAL); - - if (you.duration[DUR_PRAYER] && - (you.religion == GOD_OKAWARU || you.religion == GOD_MAKHLEB || you.religion == GOD_TROG || you.religion == GOD_ELYVILON)) - { - snprintf(info, INFO_SIZE, "Note that doing this while praying will instead sacrifice it to %s.", god_name(you.religion)); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "You can figure out your god's opinion about this with ^.)"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - break; - case TUT_SHIFT_RUN: - snprintf(info, INFO_SIZE, "Walking around takes less keystrokes if you press Shift while moving. That will"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "let you run into the specified direction until a monster comes into sight or your character " - "sees something interesting. Shift-running does not reduce the number of turns needed to move."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_MAP_VIEW: - snprintf(info, INFO_SIZE, "As you explore more and more of a level, orientation becomes rather difficult."); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "Here the map overview comes in handy: Press X to see a much larger portion of"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "the map. You can easily return to the main screen with a number of keys. If you"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "move your cursor while on the level map and then press . your character will"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "attempt to move there on his own. Travel will be interrupted by monsters"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "stepping into sight, but can be resumed by pressing X. once more. Also, << and >"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "can be used as shortcuts for cycling through the known staircases."); - mpr(info, MSGCH_TUTORIAL); - break; -/* - case TUT_AUTOEXPLORE: - snprintf(info2, INFO2_SIZE, "Exploration of a level gets even easier by another shortcut command: Ctrl-O will automatically move towards the " - "nearest unexplored part of the map, but stop whenever you find something interesting or a monster moves into sight."); - break; -*/ - case TUT_DONE_EXPLORE: - snprintf(info, INFO_SIZE, "You have explored the dungeon on this level. Search for some downstairs, which"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "look like this: '>'. In order to descend, press > when standing on such a"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "staircase."); - mpr(info, MSGCH_TUTORIAL); - if (Options.tutorial_events[TUT_SEEN_STAIRS]) - { - snprintf(info, INFO_SIZE, "In rare cases, you may have found no downstairs at all. Try searching for"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "secret doors in suspicious looking spots; use s, . or 5 to do so."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - else - { - snprintf(info, INFO_SIZE, "Each level of Crawl has at least three up and three down stairs. If you've"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "encountered less than that, you've explored only part of this level. The rest"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "may be accessible via another level or through secret doors. To find the"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "latter, try searching the walls with s, . (search for one turn) or 5 (search"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "longer)."); - mpr(info, MSGCH_TUTORIAL); - } - break; - case TUT_NEED_HEALING: - snprintf(info, INFO_SIZE, "If you're low on hitpoints or magic and there's no urgent need to move, you can"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "rest for a bit. Press 5 or shift-numpad-5 to do so."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_NEED_POISON_HEALING: -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "Your poisoning could easily kill you, so now would be a good time to quaff a"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "potion of heal wounds, or better yet, a potion of healing. If you haven't seen"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "one of these so far, try unknown ones in your inventory. Good luck!"); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_POSTBERSERK: - snprintf(info, INFO_SIZE, "Berserking is extremely exhausting! It burns a lot of nutrition, and afterwards"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "you are slowed down and occasionally even pass out."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_RUN_AWAY: - snprintf(info2, INFO2_SIZE, "Sometimes, when you've got only few hitpoints left and you're in danger of dying, retreat might be " - "the best option. %sTry to shake off any monster following you by leading them through corridors, or once there's some space between you " - "and your pursuer, change levels.", (you.species == SP_CENTAUR ? "As a four-legged centaur you are particularly well equipped " - "for doing so. " : "") ); - mpr(info2, MSGCH_TUTORIAL); - if (Options.tutorial_type == TUT_BERSERK_CHAR && !you.berserker) - { - snprintf(info, INFO_SIZE, "Also, with %s's support you can use your Berserk ability (a) to ", god_name(you.religion)); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "temporarily gain more hitpoints and greater strength. Be warned that going into"); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "a frenzy like that also has its drawbacks."); - mpr(info, MSGCH_TUTORIAL); - } - break; - case TUT_YOU_MUTATED: - snprintf(info2, INFO_SIZE, "Mutations can be obtained from several sources, among them potions of " - "mutations, spell miscasts, and overuse of strong enchantments like Haste or " - "Invisibility. The only reliable way to get rid of mutations is with potions of " - "cure mutation. Almost all mutations occur in three degrees. There are about as " - "many harmful as beneficial mutations."); - mpr(info2, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "To have a look at your mutations press A."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - break; - case TUT_NEW_ABILITY: - snprintf(info, INFO_SIZE, "You just gained a new ability. Press a to take a look at your abilities or use"); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "one of them."); - mpr(info, MSGCH_TUTORIAL); - break; - case TUT_WIELD_WEAPON: - snprintf(info, INFO_SIZE, "You might want to wield a more suitable implement when attacking monsters."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - if (item_cursed( you.inv[ you.equip[EQ_WEAPON] ] )) - { - snprintf(info, INFO_SIZE, "To get rid of the curse you need to read a scroll of remove curse or enchant weapon."); - mpr(info, MSGCH_TUTORIAL); - } - else if (Options.tutorial_type == TUT_RANGER_CHAR && you.inv[ you.equip[EQ_WEAPON] ].sub_type == WPN_BOW) - { -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "You can easily switch between your primary (a) and secondary (b) weapon by "); - mpr(info, MSGCH_TUTORIAL); - snprintf(info, INFO_SIZE, "pressing '."); - formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL); - } - break; - default: -// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80 - snprintf(info, INFO_SIZE, "You've found something new (but I don't know what)!"); - mpr(info, MSGCH_TUTORIAL); - } - more(); - - Options.tut_just_triggered = true; - - Options.tutorial_events[seen_what] = 0; - Options.tutorial_left--; - - // there are so many triggers out there, chances that all will be called are small -/* if (Options.tutorial_left < 10) - tutorial_finished(); */ -} +/* + * Created for Crawl Reference by JPEG on $Date: 2007-01-11$ + */ + +#include "AppHdr.h" +#include "tutorial.h" +#include + +#include "command.h" +#include "files.h" +#include "itemprop.h" +#include "menu.h" +#include "message.h" +#include "misc.h" +#include "newgame.h" +#include "output.h" +#include "player.h" +#include "religion.h" +#include "spl-util.h" +#include "stuff.h" +#include "view.h" + +//#define TUTORIAL_DEBUG +#define TUTORIAL_VERSION 101 +int INFO2_SIZE = 500; +char info2[500]; + +static std::string tut_debug_list(int event); + +void save_tutorial( FILE* fp ) +{ + writeLong( fp, TUTORIAL_VERSION); + writeShort( fp, Options.tutorial_type); + for ( unsigned i = 0; i < TUT_EVENTS_NUM; ++i ) + writeShort( fp, Options.tutorial_events[i] ); +} + +void load_tutorial( FILE* fp ) +{ + Options.tutorial_left = 0; + + int version = readLong(fp); + Options.tutorial_type = readShort(fp); + if (version != TUTORIAL_VERSION) + return; + for ( long i = 0; i < TUT_EVENTS_NUM; ++i ) + { + Options.tutorial_events[i] = readShort(fp); + Options.tutorial_left += Options.tutorial_events[i]; + } +} + +// override init file definition for some options +void init_tutorial_options() +{ + if (!Options.tutorial_left) { + mpr("return from tutorial check"); + return; + } + + Options.delay_message_clear = false; + Options.auto_list = true; +} + +// tutorial selection screen and choice +bool pick_tutorial() +{ + char keyn; + bool printed = false; + +tut_query: + if (!printed) + { + clrscr(); + + textcolor( WHITE ); + cprintf("You must be new here indeed!"); + + cprintf(EOL EOL); + textcolor( CYAN ); + cprintf("You can be:"); + cprintf(EOL EOL); + + textcolor( LIGHTGREY ); + + for (int i = 0; i < TUT_TYPES_NUM; i++) + print_tutorial_menu(i); + + textcolor( BROWN ); + cprintf(EOL "SPACE - Back to class selection; Bksp - Back to race selection; X - Quit" + EOL "* - Random tutorial" + EOL); + printed = true; + } + keyn = c_getch(); + + if (keyn == '*') + keyn = 'a' + random2(TUT_TYPES_NUM); + + // choose character for tutorial game + if (keyn >= 'a' && keyn <= 'a' + TUT_TYPES_NUM - 1) + { + Options.tutorial_type = keyn - 'a'; + for (int i = 0; i < TUT_EVENTS_NUM; i++) + Options.tutorial_events[i] = 1; + + Options.tut_explored = 1; + Options.tut_stashes = 1; + Options.tut_travel = 1; + // possibly combine to specialty_counter or something + Options.tut_spell_counter = 0; + Options.tut_throw_counter = 0; + Options.tut_berserk_counter = 0; + Options.tut_melee_counter = 0; + Options.tut_last_healed = 0; + + Options.tutorial_left = TUT_EVENTS_NUM; + you.species = get_tutorial_species(Options.tutorial_type); + you.char_class = get_tutorial_job(Options.tutorial_type); + + Options.random_pick = true; // random choice of starting spellbook + Options.weapon = WPN_HAND_AXE; // easiest choice for dwarves + return true; + } + + if (keyn == CK_BKSP || keyn == ' ') + { + // in this case, undo previous choices +// set_startup_options(); + you.species = 0; you.char_class = JOB_UNKNOWN; + Options.race = 0; Options.cls = 0; + } + + switch (keyn) + { + case CK_BKSP: + choose_race(); + break; + case ' ': + choose_class(); + break; + case 'X': + cprintf(EOL "Goodbye!"); + end(0); + break; + default: + printed = false; + goto tut_query; + } + + return false; +} + +void print_tutorial_menu(unsigned int type) +{ + char letter = 'a' + type; + char desc[100]; + + switch(type) + { +/* + case TUT_MELEE_CHAR: + strcpy(desc, "(Standard melee oriented character)"); + break; +*/ + case TUT_BERSERK_CHAR: + strcpy(desc, "(Melee oriented character with divine support)"); + break; + case TUT_MAGIC_CHAR: + strcpy(desc, "(Magic oriented character)"); + break; + case TUT_RANGER_CHAR: + strcpy(desc, "(Ranged fighter)"); + break; + default: // no further choices + snprintf(info, INFO_SIZE, "Error in print_tutorial_menu: type = %d", type); + mpr( info ); + break; + } + + cprintf("%c - %s %s %s" EOL, letter, species_name(get_tutorial_species(type), 1), + get_class_name(get_tutorial_job(type)), desc); +} + +unsigned int get_tutorial_species(unsigned int type) +{ + switch(type) + { +/* + case TUT_MELEE_CHAR: + return SP_MOUNTAIN_DWARF; +*/ + case TUT_BERSERK_CHAR: + return SP_MINOTAUR; + case TUT_MAGIC_CHAR: + return SP_DEEP_ELF; + case TUT_RANGER_CHAR: + return SP_CENTAUR; + default: // use something fancy for debugging + return SP_KENKU; + } +} + +// TO DO: check whether job and species are compatible... +unsigned int get_tutorial_job(unsigned int type) +{ + switch(type) + { +/* + case TUT_MELEE_CHAR: + return JOB_FIGHTER; +*/ + case TUT_BERSERK_CHAR: + return JOB_BERSERKER; + case TUT_MAGIC_CHAR: + return JOB_CONJURER; + case TUT_RANGER_CHAR: + return JOB_HUNTER; + default: // use something fancy for debugging + return JOB_NECROMANCER; + } +} + +static formatted_string formatted_paragraph(std::string text, unsigned int width) +{ + std::string result; + + size_t start = 0, pos = 0, end = 0; + + for (; end < strlen(text.c_str()); pos = end+1) + { + // get next "word" + end = text.find(' ', pos); + if ( end >= strlen(text.c_str()) ) + pos = end; + + if (end - start >= width || end >= strlen(text.c_str()) ) + { + end = pos; + result += text.substr(start, end-start-1); + result += EOL; + start = pos; + } + } + result += EOL; + + return formatted_string::parse_string(result); +} + +static formatted_string tut_starting_info(unsigned int width) +{ + std::string result; // the entire page + std::string text; // one paragraph + + result += "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; +} + +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); +} + +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--; +} diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc index 24c86b78e5..bf6fc3b1fc 100644 --- a/crawl-ref/source/view.cc +++ b/crawl-ref/source/view.cc @@ -3444,9 +3444,9 @@ void viewwindow(bool draw_it, bool do_updates) if (object) { if (is_feature('>',gx,gy)) - learned_something_new(TUT_SEEN_STAIRS); + learned_something_new(TUT_SEEN_STAIRS,gx,gy); else if (is_feature('_',gx,gy)) - learned_something_new(TUT_SEEN_ALTAR); + learned_something_new(TUT_SEEN_ALTAR,gx,gy); else if (grd[gx][gy] == DNGN_CLOSED_DOOR && see_grid( gx, gy )) learned_something_new(TUT_SEEN_DOOR,gx,gy); else if (grd[gx][gy] == DNGN_ENTER_SHOP && see_grid( gx, gy )) -- cgit v1.2.3-54-g00ecf