/* * Created for Crawl Reference by JPEG on $Date: 2007-01-11$ */ #include "tutorial.h" #include #include #include "cio.h" #include "command.h" #include "files.h" #include "food.h" #include "format.h" #include "initfile.h" #include "itemname.h" #include "itemprop.h" #include "menu.h" #include "message.h" #include "misc.h" #include "mon-pick.h" #include "mon-util.h" #include "monstuff.h" #include "newgame.h" #include "output.h" #include "player.h" #include "randart.h" #include "religion.h" #include "skills2.h" #include "spl-book.h" #include "spl-util.h" #include "stuff.h" #include "terrain.h" #ifdef USE_TILE #include "tiles.h" #endif #include "view.h" static species_type get_tutorial_species(unsigned int type); static job_type get_tutorial_job(unsigned int type); //#define TUTORIAL_DEBUG #define TUTORIAL_VERSION 111 static int get_tutorial_cols() { #ifdef USE_TILE return crawl_view.msgsz.x; #else int ncols = get_number_of_cols(); return (ncols > 80? 80 : ncols); #endif } void save_tutorial( FILE* fp ) { writeLong( fp, TUTORIAL_VERSION); writeShort( fp, Options.tutorial_type); for ( long 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); if (version != TUTORIAL_VERSION) return; Options.tutorial_type = readShort(fp); 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() { clrscr(); gotoxy(1,1); formatted_string::parse_string( "You must be new here indeed!" EOL EOL "You can be:" EOL EOL).display(); textcolor( LIGHTGREY ); for (int i = 0; i < TUT_TYPES_NUM; i++) print_tutorial_menu(i); formatted_string::parse_string( EOL "SPACE - Back to class selection; " "Bksp - Back to race selection; X - Quit" EOL "* - Random tutorial" "" EOL).display(); while (1) { char keyn = c_getch(); if (keyn == '*') keyn = 'a' + random2(TUT_TYPES_NUM); // choose character for tutorial game and set starting values if (keyn >= 'a' && keyn <= 'a' + TUT_TYPES_NUM - 1) { Options.tutorial_type = keyn - 'a'; you.species = get_tutorial_species(Options.tutorial_type); you.char_class = get_tutorial_job(Options.tutorial_type); // activate all triggers Options.tutorial_events.init(true); Options.tutorial_left = TUT_EVENTS_NUM; // store whether explore, stash search or travelling was used Options.tut_explored = true; Options.tut_stashes = true; Options.tut_travel = true; // used to compare which fighting means was used most often Options.tut_spell_counter = 0; Options.tut_throw_counter = 0; Options.tut_berserk_counter = 0; Options.tut_melee_counter = 0; // for occasional healing reminders Options.tut_last_healed = 0; Options.random_pick = true; // random choice of starting spellbook Options.weapon = WPN_HAND_AXE; // easiest choice for fighters return true; } if (keyn == CK_BKSP || keyn == ' ') { // in this case, undo previous choices // set_startup_options(); you.species = SP_UNKNOWN; you.char_class = JOB_UNKNOWN; Options.race = 0; Options.cls = 0; } switch (keyn) { case CK_BKSP: choose_race(); return false; case ' ': choose_class(); return false; case 'X': cprintf(EOL "Goodbye!"); end(0); return false; // as if } } return false; } void print_tutorial_menu(unsigned int type) { char letter = 'a' + type; char desc[100]; switch(type) { case TUT_BERSERK_CHAR: strcpy(desc, "(Melee oriented character with divine support)"); break; case TUT_MAGIC_CHAR: strcpy(desc, "(Magic oriented character)"); break; case TUT_RANGER_CHAR: strcpy(desc, "(Ranged fighter)"); break; default: // no further choices strcpy(desc, "(erroneous character)"); break; } cprintf("%c - %s %s %s" EOL, letter, species_name(get_tutorial_species(type), 1).c_str(), get_class_name(get_tutorial_job(type)), desc); } static species_type get_tutorial_species(unsigned int type) { switch(type) { case TUT_BERSERK_CHAR: return SP_MINOTAUR; case TUT_MAGIC_CHAR: return SP_DEEP_ELF; case TUT_RANGER_CHAR: return SP_CENTAUR; default: // use something fancy for debugging return SP_KENKU; } } // TO DO: check whether job and species are compatible... static job_type get_tutorial_job(unsigned int type) { switch(type) { case TUT_BERSERK_CHAR: return JOB_BERSERKER; case TUT_MAGIC_CHAR: return JOB_CONJURER; case TUT_RANGER_CHAR: return JOB_HUNTER; default: // use something fancy for debugging return JOB_NECROMANCER; } } // the tutorial welcome screen static formatted_string tut_starting_info(unsigned int width) { std::ostringstream istr; istr << "Welcome to Dungeon Crawl!" EOL EOL << "Your object is to lead a " << species_name(get_tutorial_species(Options.tutorial_type), 1) << " " << get_class_name(get_tutorial_job(Options.tutorial_type)) << " safely through the depths of the dungeon, retrieving the " "fabled orb of Zot and returning it to the surface. " " In the beginning, however, let discovery be your " "main goal. Try to delve as deeply as possible but beware; " "death lurks around every corner." EOL EOL "For the moment, just remember the following keys " "and their functions:" EOL " ? - shows the items and the commands" EOL " S - saves the game, to be resumed later " "(but note that death is permanent)" EOL " x - examines something in your vicinity" EOL EOL "This tutorial will help you play Crawl without reading any " "documentation. If you feel intrigued, there is more information " "available in these files (all of which can also be read in-game):" EOL " readme.txt - " "A very short guide to Crawl." EOL " manual.txt - " "This contains all details on races, magic, skills, etc." EOL " crawl_options.txt - " "Crawl's interface is highly configurable. This document " EOL " explains all the options." EOL EOL "Press Space to proceed to the basics " "(the screen division and movement)." EOL "Press Esc to fast forward to the game start."; std::string broken = istr.str(); linebreak_string2(broken, width); return formatted_string::parse_block(broken); } #ifdef TUTORIAL_DEBUG static std::string tut_debug_list(int event) { switch(event) { case TUT_SEEN_FIRST_OBJECT: return "seen first object"; case TUT_SEEN_POTION: return "seen first potion"; case TUT_SEEN_SCROLL: return "seen first scroll"; case TUT_SEEN_WAND: return "seen first wand"; case TUT_SEEN_SPBOOK: return "seen first spellbook"; case TUT_SEEN_WEAPON: return "seen first weapon"; case TUT_SEEN_MISSILES: return "seen first missiles"; case TUT_SEEN_ARMOUR: return "seen first armour"; case TUT_SEEN_RANDART: return "seen first random artefact"; case TUT_SEEN_FOOD: return "seen first food"; case TUT_SEEN_CARRION: return "seen first corpse"; case TUT_SEEN_JEWELLERY: return "seen first jewellery"; case TUT_SEEN_MISC: return "seen first misc. item"; case TUT_SEEN_MONSTER: return "seen first monster"; case TUT_SEEN_STAIRS: return "seen first stairs"; case TUT_SEEN_ESCAPE_HATCH: return "seen first escape hatch"; case TUT_SEEN_TRAP: 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_OFFER_CORPSE: return "learned about sacrifice"; 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_RETREAT_CASTER: return "were told to retreat as a caster"; case TUT_SHIFT_RUN: return "learned about shift-run"; case TUT_MAP_VIEW: return "learned about the level map"; case TUT_DONE_EXPLORE: return "explored a level"; case TUT_YOU_MUTATED: return "caught a mutation"; case TUT_NEW_ABILITY: return "gained a divine ability"; case TUT_WIELD_WEAPON: return "wielded an unsuitable weapon"; case TUT_FLEEING_MONSTER: return "made a monster flee"; case TUT_MONSTER_BRAND: return "learned about colour brandings"; default: return "faced a bug"; } } static formatted_string tutorial_debug() { std::string result; bool lbreak = false; snprintf(info, INFO_SIZE, "Tutorial Debug Screen"); int i = get_tutorial_cols()/2-1 - strlen(info) / 2; result += std::string(i, ' '); result += ""; result += info; result += "" EOL EOL; result += ""; for (i=0; i < TUT_EVENTS_NUM; i++) { snprintf(info, INFO_SIZE, "%d: %d (%s)", i, Options.tutorial_events[i], tut_debug_list(i).c_str()); result += info; // break text into 2 columns where possible if (strlen(info) >= get_tutorial_cols()/2 || lbreak) { result += EOL; lbreak = false; } else { result += std::string(get_tutorial_cols()/2-1 - strlen(info), ' '); lbreak = true; } } result += "" EOL EOL; snprintf(info, INFO_SIZE, "tutorial_left: %d\n", Options.tutorial_left); result += info; result += EOL; snprintf(info, INFO_SIZE, "You are a %s %s, and the tutorial will reflect that.", species_name(get_tutorial_species(Options.tutorial_type), 1), get_class_name(get_tutorial_job(Options.tutorial_type))); result += info; return formatted_string::parse_string(result); } #endif // debug #ifndef USE_TILE 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,get_tutorial_cols()); return formatted_string::parse_block(result, false); } static formatted_string tutorial_stats_intro() { std::ostringstream istr; // Note: must fill up everything to override the map istr << "" "To the right, important properties of \n" "the character are displayed. The most \n" "basic one is your health, measured as \n" "HP: " << you.hp << "/" << you.hp_max << ". "; if (Options.tutorial_type==TUT_MAGIC_CHAR) istr << " "; istr << "These are your current out \n" "of maximum health points. When health \n" "drops to zero, you die. \n" "Magic: " << you.magic_points << "/" << you.max_magic_points << " is your energy for casting \n" "spells, although more mundane actions \n" "often draw from Magic, too. \n" "Further down, Strength, Dexterity and \n" "Intelligence are shown and provide an \n" "all-around account of the character's \n" "attributes. \n" "" " \n" " --more-- Press Escape to skip the basics\n" " \n" " \n"; return formatted_string::parse_block(istr.str(), false); } 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,get_tutorial_cols()); return formatted_string::parse_block(result, false); } #endif static void tutorial_movement_info() { std::string 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."; mesclr(); print_formatted_paragraph(text, get_tutorial_cols(), MSGCH_TUTORIAL); } // copied from display_mutations and adapted void tut_starting_screen() { #ifndef USE_TILE int y_pos; #endif int MAX_INFO = 4; #ifdef TUTORIAL_DEBUG MAX_INFO++; #endif char ch; for (int i=0; i<=MAX_INFO; i++) { #ifndef USE_TILE // map window (starts at 1) or message window (starts at 18) y_pos = (i==1 || i==3 ? 18 : 1); gotoxy(1,y_pos); #endif if (i==0) clrscr(); if (i==0) tut_starting_info(get_tutorial_cols()).display(); #ifdef USE_TILE else if (i > 0 && i < 4) continue; #else else if (i==1) tutorial_map_intro().display(); else if (i==2) tutorial_stats_intro().display(); else if (i==3) tutorial_message_intro().display(); #endif else if (i==4) tutorial_movement_info(); else { #ifdef TUTORIAL_DEBUG clrscr(); #ifndef USE_TILE gotoxy(1,y_pos); #endif tutorial_debug().display(); #else continue; #endif } ch = c_getch(); redraw_screen(); if (ch == ESCAPE) break; } } // once a tutorial character dies, offer some playing hints void tutorial_death_screen() { Options.tutorial_left = 0; std::string text; mpr( "Condolences! Your character's premature death is a sad, but " "common occurence in Crawl. Rest assured that with diligence and " "playing experience your characters will last longer.", MSGCH_TUTORIAL); mpr( "Perhaps the following advice can improve your playing style:", MSGCH_TUTORIAL); more(); if (Options.tutorial_type == TUT_MAGIC_CHAR && Options.tut_spell_counter < Options.tut_melee_counter ) { text = "As a Conjurer your main weapon should be offensive magic. Cast " "spells more often! Remember to rest when your Magic is low."; } else if (Options.tutorial_type == TUT_BERSERK_CHAR && you.religion == GOD_TROG && Options.tut_berserk_counter <= 3 ) { text = "Don't forget to go berserk when fighting particularly " "difficult foes. It is risky, but makes you faster " "and beefier."; } 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, get_tutorial_cols(), MSGCH_TUTORIAL); more(); mpr( "See you next game!", MSGCH_TUTORIAL); Options.tutorial_events.init(false); } // if a character survives until Xp 5, the tutorial is declared finished // and they get a more advanced playing hint, depending on what they might // know by now void tutorial_finished() { std::string text; Options.tutorial_left = 0; text = "Congrats! You survived until the end of this tutorial - be sure to " "try the other ones as well. Note that the help screen (?) " "will look different from now on. Here's a last playing hint:"; print_formatted_paragraph(text, get_tutorial_cols(), MSGCH_TUTORIAL); more(); if (Options.tut_explored) { text = "Walking around and exploring levels gets easier by using " "auto-explore (Ctrl-O). You can even make Crawl " "automatically pick up interesting items by setting the " "option explore_greedy=true in the init file."; } else if (Options.tut_travel) { text = "There is a convenient way for travelling between far away " "dungeon levels: press Ctrl-G and enter the desired " "destination. If your travel gets interrupted, issueing " "Ctrl-G Enter will continue it."; } else if (Options.tut_stashes) { text = "You can search among all items existing in the dungeon with " "the Ctrl-F command. For example, " "Ctrl-F \"knife\" will list all knives. You can then " "travel to one of the spots. It is even possible to enter words " "like \"shop\" or \"altar\"."; } else { int hint = random2(3); switch (hint) { case 0: text = "The game keeps an automated logbook for your characters. Use " "?: to read it. You can enter notes manually with " "the : command. Once your character perishes, two " "morgue files are left in the /morgue directory. " "The one ending in .txt contains a copy of your logbook. " "During play, you can create a dump file with #."; break; case 1: text = "Crawl has a macro function built in: press ~m " "to define a macro by first specifying a trigger key (say, " "F1) and a command sequence, for example " "Za+.. The latter will make the F1 " "key always zap the spell in slot a at the nearest monster. " "For more information on macros, type ?~."; break; case 2: text = "The interface can be greatly customised. All options are " "explained in the file crawl_options.txt which " "can be found in the /docs directory. The " "options themselves are set in init.txt or " ".crawlrc. Crawl will complain if it can't " "find either file.\n"; break; default: text = "Oops... No hint for now. Better luck next time!"; } } print_formatted_paragraph(text, get_tutorial_cols(), MSGCH_TUTORIAL); more(); Options.tutorial_events.init(false); } // occasionally remind religious characters of sacrifices void tutorial_dissection_reminder(bool healthy) { if (Options.tut_just_triggered || !Options.tutorial_left) return; // when hungry, give appropriate message or at least don't suggest sacrifice if (you.hunger_state < HS_SATIATED && healthy) { learned_something_new(TUT_MAKE_CHUNKS); return; } if (!god_likes_butchery(you.religion)) return; if (Options.tutorial_events[TUT_OFFER_CORPSE]) learned_something_new(TUT_OFFER_CORPSE); else if (one_chance_in(8)) { std::string text; text += "If you don't want to eat it, consider Dissecting " "this corpse under prayer as a sacrifice to "; text += god_name(you.religion); text += ". Whenever you view a corpse while in tutorial mode " "you can reread this information."; print_formatted_paragraph(text, get_tutorial_cols(), MSGCH_TUTORIAL); Options.tut_just_triggered = true; if (is_resting()) stop_running(); } } // occasionally remind injured characters of resting void tutorial_healing_reminder() { if (!Options.tutorial_left) return; if (you.duration[DUR_POISONING] && 2*you.hp < you.hp_max) { if (Options.tutorial_events[TUT_NEED_POISON_HEALING]) learned_something_new(TUT_NEED_POISON_HEALING); } else { if (Options.tutorial_events[TUT_NEED_HEALING]) learned_something_new(TUT_NEED_HEALING); else if (you.num_turns - Options.tut_last_healed >= 50 && !you.duration[DUR_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 magic. For resting, " "press 5 or Shift-numpad 5."; if (you.religion == GOD_TROG && !you.duration[DUR_BERSERKER] && !you.duration[DUR_EXHAUSTED] && you.hunger_state >= HS_SATIATED) { text += "\nAlso, berserking might help you not to lose so many " "hitpoints in the first place. To use your abilities type " "a."; } print_formatted_paragraph(text, get_tutorial_cols(), MSGCH_TUTORIAL); Options.tut_just_triggered = 1; if (is_resting()) stop_running(); } Options.tut_last_healed = you.num_turns; } } void taken_new_item(unsigned char item_type) { switch(item_type) { case OBJ_WANDS: learned_something_new(TUT_SEEN_WAND); break; case OBJ_SCROLLS: learned_something_new(TUT_SEEN_SCROLL); break; case OBJ_JEWELLERY: learned_something_new(TUT_SEEN_JEWELLERY); break; case OBJ_POTIONS: learned_something_new(TUT_SEEN_POTION); break; case OBJ_BOOKS: learned_something_new(TUT_SEEN_SPBOOK); break; case OBJ_FOOD: learned_something_new(TUT_SEEN_FOOD); break; case OBJ_CORPSES: learned_something_new(TUT_SEEN_CARRION); break; case OBJ_WEAPONS: learned_something_new(TUT_SEEN_WEAPON); break; case OBJ_ARMOUR: learned_something_new(TUT_SEEN_ARMOUR); break; case OBJ_MISSILES: learned_something_new(TUT_SEEN_MISSILES); break; case OBJ_MISCELLANY: learned_something_new(TUT_SEEN_MISC); break; case OBJ_STAVES: learned_something_new(TUT_SEEN_STAFF); break; default: /* nothing to be done */ return; } } #ifndef USE_TILE static std::string colour_to_tag(int col, bool closed = false) { std::string tag = "<"; if (closed) tag += "/"; tag += colour_to_str(col); tag += ">"; return tag; } #endif static bool mons_is_highlighted(const monsters *mons) { return (mons_friendly(mons) && Options.friend_brand != CHATTR_NORMAL || mons_looks_stabbable(mons) && Options.stab_brand != CHATTR_NORMAL || mons_looks_distracted(mons) && Options.may_stab_brand != CHATTR_NORMAL); } void tutorial_first_monster(const monsters &mon) { if (!Options.tutorial_events[TUT_SEEN_MONSTER]) return; // crude hack: // if the first monster is sleeping wake it // (highlighting is an unnecessary complication) if (mons_is_highlighted(&mon)) { noisy(1, mon.x, mon.y); viewwindow(true, false); } std::string text = "That "; #ifndef USE_TILE unsigned ch; unsigned short col; get_mons_glyph(&mon, &ch, &col); text += colour_to_tag(col); text += ch; text += " is a monster, usually depicted by a letter. Some typical " "early monsters look like r, g, " "b or K. " #else // need to highlight monster const coord_def ep = grid2view(coord_def(mon.x, mon.y)); tile_place_cursor(ep.x-1,ep.y-1,true); text += "monster is a "; text += mon.name(DESC_PLAIN).c_str(); text += ". Examples for typical early monsters are: rat, " "giant newt, kobold and goblin. " #endif "You can gain information about it by pressing x and " "moving the cursor on the monster." "\nTo attack this monster with your wielded weapon, just move into " "it."; print_formatted_paragraph(text, get_tutorial_cols(), MSGCH_TUTORIAL); if (Options.tutorial_type == TUT_RANGER_CHAR) { text = "However, as a hunter you will want to deal with it using your " "bow. If you have a look at your bow with v, you'll " "find an explanation of how to do this. First wield " "it, then follow the instructions."; print_formatted_paragraph(text, get_tutorial_cols(), MSGCH_TUTORIAL); } else if (Options.tutorial_type == TUT_MAGIC_CHAR) { text = "However, as a conjurer you will want to deal with it using magic. " "If you have a look at your spellbook with v, you'll " "find an explanation of how to do this."; print_formatted_paragraph(text, get_tutorial_cols(), MSGCH_TUTORIAL); } Options.tutorial_events[TUT_SEEN_MONSTER] = 0; Options.tutorial_left--; Options.tut_just_triggered = 1; } void tutorial_first_item(const item_def &item) { if (!Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] || Options.tut_just_triggered) { return; } // happens if monster standing on dropped corpse or item if (mgrd[item.x][item.y] != NON_MONSTER) return; std::string text = "That "; #ifndef USE_TILE unsigned ch; unsigned short col; get_item_glyph(&item, &ch, &col); text += colour_to_tag(col); text += ch; text += ""; #else // highlight item const coord_def ep = grid2view(coord_def(item.x, item.y)); tile_place_cursor(ep.x-1,ep.y-1,true); #endif text += "is an item. If you move there and press g or " ", you will pick it up. " #ifndef USE_TILE "Generally, items are shown by " "non-letter symbols like %?!\"=()[. " #endif "Once it is in your inventory, you can drop it again with " "d. Several types of objects will usually be picked up " "automatically." "\nAny time you view an item, you can read about its " "properties and description."; print_formatted_paragraph(text, get_tutorial_cols(), MSGCH_TUTORIAL); Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] = 0; Options.tutorial_left--; Options.tut_just_triggered = 1; } // Here most of the tutorial messages for various triggers are handled. void learned_something_new(tutorial_event_type 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::ostringstream text; #ifndef USE_TILE const int ex = x - you.x_pos + 9; const int ey = y - you.y_pos + 9; unsigned ch; unsigned short colour; int object; #else const coord_def ep = grid2view(coord_def(x,y)); #endif switch(seen_what) { case TUT_SEEN_POTION: text << "You have picked up your first potion" #ifndef USE_TILE " ('!')" #endif ". Use q to drink (quaff) it."; break; case TUT_SEEN_SCROLL: text << "You have picked up your first scroll" #ifndef USE_TILE " ('?')" #endif ". Type r to read it."; break; case TUT_SEEN_WAND: text << "You have picked up your first wand" #ifndef USE_TILE " ('/')" #endif ". Type z to zap it."; break; case TUT_SEEN_SPBOOK: text << "You have picked up a book " #ifndef USE_TILE "('"; get_item_symbol(DNGN_ITEM_BOOK, &ch, &colour); text << static_cast(ch) << "') " #endif << "that you can read by typing r. " "If it's a spellbook you'll then be able to memorise " "spells via M and cast a memorised spell with " "Z."; if (you.religion == GOD_TROG) { text << "\nAs a worshipper of " << god_name(GOD_TROG) << ", though, you might instead wish to burn those tomes of " "hated magic by using the corresponding " "ability."; } else if (!you.skills[SK_SPELLCASTING]) { text << "\nHowever, first you will have to get accustomed to " "spellcasting by reading lots of scrolls."; } text << "\nDuring the tutorial you can reread this information at " "any time by viewing the item in question."; break; case TUT_SEEN_WEAPON: text << "This is the first weapon " #ifndef USE_TILE "('(') " #endif "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 " #ifndef USE_TILE "('[') " #endif "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) { text << "\nNote that as a " << species_name(you.species, 1) << " you will be unable to wear " << (you.species == SP_CENTAUR ? "boots" : "helmets"); } break; case TUT_SEEN_RANDART: text << "Weapons and armour that have unusual descriptions like this " "are much more likely to be of higher enchantment or have " "special properties, good or bad. The rarer the description, " "the greater the potential value of an item."; break; case TUT_SEEN_FOOD: text << "You have picked up some food" #ifndef USE_TILE " ('%')" #endif ". You can eat it by typing e."; break; case TUT_SEEN_CARRION: text << "You have picked up a corpse" #ifndef USE_TILE " ('%')" #endif ". 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 (god_likes_butchery(you.religion)) { text << " During prayer you can offer corpses to " << god_name(you.religion) << " by dissecting them, as well. Note that the gods will not " << "accept rotting flesh."; } text << "\nDuring the tutorial you can reread this information at " "any time by viewing the item in question."; break; case TUT_SEEN_JEWELLERY: text << "You have picked up a a piece of jewellery, either a ring" #ifndef USE_TILE << " ('=')" #endif << " or an amulet" #ifndef USE_TILE << " ('\"')" #endif << ". Type P to put it on and R to remove " "it. You can view it with v although often magic " "is necessary to reveal its true nature."; break; case TUT_SEEN_MISC: text << "This is a curious object indeed. You can play around with it " "to find out what it does by wielding and " "Evoking it."; break; case TUT_SEEN_STAFF: text << "You have picked up a magic staff or a rod" #ifndef USE_TILE ", both of which are represented by '"; get_item_symbol(DNGN_ITEM_STAVE, &ch, &colour); text << static_cast(ch) << "'" #endif ". Both must be wielded to be of use. " "Magicians use staves to increase their power in certain spell " "schools. By contrast, a rod allows the casting of certain " "spells even without magic knowledge simply by " "Evoking it. For the latter the power depends on " "your Evocations skill."; text << "\nDuring the tutorial you can reread this information at " "any time by viewing the item in question."; break; case TUT_SEEN_STAIRS: if (you.num_turns < 1) return; text << "These "; #ifndef USE_TILE object = env.show[ex][ey]; colour = env.show_col[ex][ey]; get_item_symbol( object, &ch, &colour ); text << colour_to_tag(colour) << static_cast(ch) << " "; #else tile_place_cursor(ep.x-1,ep.y-1,true); #endif 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_ESCAPE_HATCH: if (you.num_turns < 1) return; text << "These "; #ifndef USE_TILE object = env.show[ex][ey]; colour = env.show_col[ex][ey]; get_item_symbol( object, &ch, &colour ); text << colour_to_tag(colour) << static_cast(ch); if (ch == '<') text << "<"; text << " "; #else tile_place_cursor(ep.x-1,ep.y-1,true); #endif text << "are some kind of escape hatch. You can use them to " "quickly leave a level with << and >, " "respectively, but will usually be unable to return right away."; break; case TUT_SEEN_TRAP: text << "Oops... you just triggered a trap. An unwary adventurer will " "occasionally stumble into one of these nasty constructions "; #ifndef USE_TILE object = env.show[ex][ey]; colour = env.show_col[ex][ey]; get_item_symbol( object, &ch, &colour ); if (ch == ' ' || colour == BLACK) colour = LIGHTCYAN; text << "depicted by " << colour_to_tag(colour) << "^"; #endif text << ". 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 << "That "; #ifndef USE_TILE object = env.show[ex][ey]; colour = env.show_col[ex][ey]; get_item_symbol( object, &ch, &colour ); text << colour_to_tag(colour) << static_cast(ch) << " "; #else tile_place_cursor(ep.x-1,ep.y-1,true); #endif 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: #ifdef USE_TILES tile_place_cursor(ep.x-1,ep.y-1,true); #endif text << "That " #ifndef USE_TILE "" << stringize_glyph(get_screen_glyph(x,y)) << " " #endif "is a shop. You can enter it by typing <<."; break; case TUT_SEEN_DOOR: if (you.num_turns < 1) return; #ifdef USE_TILES tile_place_cursor(ep.x-1,ep.y-1,true); #endif text << "That " #ifndef USE_TILE "" << stringize_glyph(get_screen_glyph(x,y)) << " " #endif "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 skill."; else // if (Options.tutorial_type == TUT_MAGIC_CHAR) text << "with offensive magic will raise your Conjurations and " "Spellcasting skills."; if (you.religion == GOD_TROG) text << " Also, kills of living creatures are automatically " "dedicated to " << god_name(you.religion) << "."; 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. To view or manage your " "skill set, type m."; break; case TUT_YOU_ENCHANTED: text << "Enchantments of all types can befall you temporarily. " "Brief descriptions of these appear at the lower end of the stats " "area. Press @ for more details. A list of all " "possible enchantments is in the manual."; break; case TUT_YOU_SICK: learned_something_new(TUT_YOU_ENCHANTED); text << "Corpses can be spoiled or inedible, making you sick. " "Also, some monsters' flesh is less palatable than others'. " "While sick, your hitpoints won't regenerate and sometimes " "an attribute may decrease. It wears off with time ("; if (!i_feel_safe()) text << "find a quiet corner and "; text << "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 ("; if (!i_feel_safe()) text << "find a quiet corner and "; text << "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 Dissect a corpse " "with a sharp implement. Your starting weapon will do nicely. " "Try to dine on chunks in order to save permanent food."; if (Options.tutorial_type == TUT_BERSERK_CHAR) text << "\nNote that you cannot Berserk while hungry."; 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."; if (Options.tutorial_type == TUT_MAGIC_CHAR) text << "\nNote that you cannot cast spells while starving."; 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 fewer 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."; break; case TUT_MAKE_CHUNKS: text << "How lucky! That monster left a corpse which you can now " "Dissect. One or more chunks will appear that you " "can then eat. Beware that some chunks may be, " "sometimes or always, hazardous. Only experience can help " "you here."; if (you.duration[DUR_PRAYER] && (god_likes_butchery(you.religion) || god_hates_butchery(you.religion))) { text << "\nRemember, though, to wait until your prayer is over, or " "the corpse will instead be sacrificed to " << god_name(you.religion) << "."; } break; case TUT_OFFER_CORPSE: if (!god_likes_butchery(you.religion) || you.hunger_state <= HS_HUNGRY) return; text << "Hey, that monster left a corpse! If you don't need it for " "food or other purposes, you can sacrifice it to " << god_name(you.religion) << " by Dissecting it while praying."; break; case TUT_SHIFT_RUN: text << "Walking around takes fewer 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. Press @ to see your current status."; 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.religion == GOD_TROG && !you.duration[DUR_BERSERKER] && !you.duration[DUR_EXHAUSTED] && you.hunger_state >= HS_SATIATED) { text << "\nAlso, with " << god_name(you.religion) << "'s support you can use your Berserk ability (a) " "to temporarily gain more hitpoints and greater strength. "; } break; case TUT_RETREAT_CASTER: text << "Without magical power you're unable to cast spells. While " "melee is a possibility, that's not where your strengths lie, " "so retreat (if possible) might be the better option."; 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: 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_FLEEING_MONSTER: if (!Options.tutorial_type == TUT_BERSERK_CHAR) return; text << "While unsporting, it is sometimes useful to attack a fleeing " "monster by throwing something after it. To do this, press " "t, choose a throwing weapon, e.g. one of your " "spears, use + to select a monster and press " "., f or Enter. The closest " "monster will be autoselected. If you've got the fire_order " "option set you can directly use ff or " "f+. instead; the game will pick the first weapon " "that fits the option."; break; case TUT_MONSTER_BRAND: #ifdef USE_TILE tile_place_cursor(ep.x-1,ep.y-1,true); #endif text << "That monster looks a bit unusual. You might wish to examine " "it a bit more closely by pressing x and moving " "the cursor onto its square."; 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 ( !text.str().empty() ) { std::string s = text.str(); print_formatted_paragraph(s, get_tutorial_cols(), MSGCH_TUTORIAL); } if (is_resting()) stop_running(); Options.tut_just_triggered = true; Options.tutorial_events[seen_what] = 0; Options.tutorial_left--; } formatted_string tut_abilities_info() { std::ostringstream text; text << "" "This screen shows your character's set of talents. You can gain new " EOL "abilities via certain items, through religion or by way of mutations. " EOL "Activation of an ability usually comes at a cost, e.g. nutrition or " EOL "Magic power. "; if (you.religion != GOD_NO_GOD) { text << "Renounce Religion will make your character leave your god" EOL "(and usually anger said god)"; if (you.religion == GOD_TROG) { text << ", while Berserk temporarily increases your" EOL "damage output in melee fights"; } text << "."; } return formatted_string::parse_string(text.str(), false); } // a short explanation of Crawl's target mode // and the most important commands static std::string tut_target_mode(bool spells = false) { std::string result; result = "then be taken to target mode with the nearest monster or previous " "target already targetted. You can also cycle through all hostile " "monsters in sight with + or -. " "Once you're aiming at the correct monster, simply hit " "f, Enter or . to shoot at it. " "If you miss, "; if (spells) result += "Zap"; else result += "ff"; result += " fires at the same target again."; return (result); } static std::string tut_abilities() { return ("To do this enter the ability menu with a, and then " "choose the corresponding ability. Note that such an attempt of " "activation, especially by the untrained, is likely to fail."); } static std::string tut_throw_stuff(const item_def &item) { std::string result; result = "To do this, type t to throw, then "; result += item.slot; result += " for "; result += (item.quantity > 1 ? "these" : "this"); result += " "; result += item_base_name(item); result += (item.quantity > 1? "s" : ""); result += ". You'll "; result += tut_target_mode(); return (result); } void tutorial_describe_item(const item_def &item) { std::ostringstream ostr; ostr << ""; switch (item.base_type) { case OBJ_WEAPONS: { // for identified artefacts don't give all this information // (The screen is likely to overflow.) if (is_artefact(item) && item_type_known(item)) { // exception: you can activate it if (gives_ability(item) && wherey() <= get_number_of_lines() - 5) { ostr << "When wielded, some weapons (such as this one) " "offer abilities that can be evoked. "; ostr << tut_abilities(); break; } // or if it grants a resistance else if (gives_resistance(item) && wherey() <= get_number_of_lines() - 3) { ostr << "\nThis weapon offers its wearer protection from " "certain sources. For an overview of your resistances " "(among other things) type %."; break; } return; } item_def *weap = you.slot_item(EQ_WEAPON); bool wielded = (weap && (*weap).slot == item.slot); bool long_text = false; if (!wielded) { ostr << "You can wield this weapon with w, or use " "' to switch between the weapons in slot " "a and b. (Use = to adjust item slots.)"; // weapon skill used by this weapon and the best weapon skill int curr_wpskill, best_wpskill; // maybe this is a launching weapon if (is_range_weapon(item)) { // then only compare with other launcher skills curr_wpskill = range_skill(item); best_wpskill = best_skill(SK_SLINGS, SK_DARTS, 99); } else { // compare with other melee weapons curr_wpskill = weapon_skill(item); best_wpskill = best_skill(SK_SHORT_BLADES, SK_STAVES, 99); // maybe unarmed is better if (you.skills[SK_UNARMED_COMBAT] > you.skills[best_wpskill]) best_wpskill = SK_UNARMED_COMBAT; } if (you.skills[curr_wpskill] + 2 < you.skills[best_wpskill]) { ostr << "\nOn second look you've been training in " << skill_name(best_wpskill) << " for a while, so maybe you should " "continue training that rather than " << skill_name(curr_wpskill) << ". (Type m to see the skill " "management screen for the actual numbers.)"; long_text = true; } } else // wielded weapon { if (is_range_weapon(item)) { ostr << "To attack a monster, you only need to " "fire the appropriate type of ammunition. " "You'll "; ostr << tut_target_mode(); } else { ostr << "To attack a monster, you can simply walk into it."; } } if (is_throwable(item, you.body_size()) && !long_text) { ostr << "\n\nSome weapons (including this one), can also be " "thrown. "; ostr << tut_throw_stuff(item); long_text = true; } if (!item_type_known(item) && (is_artefact(item) || get_equip_desc( item ) != ISFLAG_NO_DESC)) { ostr << "\n\nWeapons and armour that have unusual descriptions " << "like this are much more likely to be of higher " << "enchantment or have special properties, good or bad. " << "The rarer the description, the greater the potential " << "value of an item."; Options.tutorial_events[TUT_SEEN_RANDART] = 0; } if (item_known_cursed( item ) && !long_text) { ostr << "\n\nOnce wielded, a cursed weapon won't leave your hands " "again until the curse has been lifted by reading a " "scroll of remove curse or one of the enchantment scrolls."; if (!wielded && is_throwable(item, you.body_size())) ostr << " (Throwing it is safe, though.)"; Options.tutorial_events[TUT_YOU_CURSED] = 0; } Options.tutorial_events[TUT_SEEN_WEAPON] = 0; break; } case OBJ_MISSILES: if ( is_throwable(item, player_size()) ) { ostr << item.name(DESC_CAP_YOUR) << " can be thrown without the use of a launcher. "; ostr << tut_throw_stuff(item); } else if (is_launched(&you, you.weapon(), item)) { ostr << "As you're already wielding the appropriate launcher, " "you can simply fire " << (item.quantity > 1 ? "these" : "this") << " " << item.name(DESC_BASENAME) << (item.quantity > 1? "s" : "") << ". You'll "; ostr << tut_target_mode(); } else { ostr << "To shoot " << (item.quantity > 1 ? "these" : "this") << " " << item.name(DESC_BASENAME) << (item.quantity > 1? "s" : "") << ", first you need to wield an appropriate " "launcher."; } Options.tutorial_events[TUT_SEEN_MISSILES] = 0; break; case OBJ_ARMOUR: { bool wearable = true; if (you.species == SP_CENTAUR && item.sub_type == ARM_BOOTS) { ostr << "As a Centaur you cannot wear boots. " "(Type A to see a list of your mutations " "and innate abilities.)"; wearable = false; } else if (you.species == SP_MINOTAUR && is_hard_helmet(item)) { ostr << "As a Minotaur you cannot wear helmets. " "(Type A to see a list of your mutations " "and innate abilities.)"; wearable = false; } else { ostr << "You can wear pieces of armour with W and take " "them off again with T."; } if (!item_type_known(item) && (is_artefact(item) || get_equip_desc( item ) != ISFLAG_NO_DESC)) { ostr << "\n\nWeapons and armour that have unusual descriptions " << "like this are much more likely to be of higher " << "enchantment or have special properties, good or bad. " << "The rarer the description, the greater the potential " << "value of an item."; Options.tutorial_events[TUT_SEEN_RANDART] = 0; } if (item_known_cursed( item ) && wearable) { ostr << "\nA cursed piece of armour, once worn, cannot be removed " "again until the curse has been lifted by reading a " "scroll of remove curse."; } if (gives_resistance(item)) { ostr << "\n\nThis armour offers its wearer protection from " "certain sources. For an overview of your resistances " "(among other things) type %."; } if (is_artefact(item) && gives_ability(item)) { ostr << "\nWhen worn, some types of armour (such as this one) " "offer abilities that can be evoked. "; ostr << tut_abilities(); } Options.tutorial_events[TUT_SEEN_ARMOUR] = 0; break; } case OBJ_WANDS: ostr << "The magic within can be unleashed by zapping it."; Options.tutorial_events[TUT_SEEN_WAND] = 0; break; case OBJ_FOOD: ostr << "Food can simply be eaten. "; if (item.sub_type == FOOD_CHUNK) { ostr << "Note that most species refuse to eat raw meat unless " "really hungry. "; if (food_is_rotten(item)) { ostr << "Even fewer can safely digest rotten meat, and " "you're probably not part of that group."; } } Options.tutorial_events[TUT_SEEN_FOOD] = 0; break; case OBJ_SCROLLS: ostr << "Type r to read this scroll. "; Options.tutorial_events[TUT_SEEN_SCROLL] = 0; break; case OBJ_JEWELLERY: { ostr << "Jewellery can be Put on or Removed " "again. "; if (item_known_cursed( item )) { ostr << "\nA cursed piece of jewellery will cling to its " "unfortunate wearer's neck or fingers until the curse is " "finally lifted when he or she reads a scroll of remove " "curse."; } if (gives_resistance(item)) { ostr << "\n\nThis " << (item.sub_type < NUM_RINGS ? "ring" : "amulet") << " offers its wearer protection " "from certain sources. For an overview of your " "resistances (among other things) type %."; } if (gives_ability(item)) { ostr << "\nWhen worn, some types of jewellery (such as this one) " "offer abilities that can be evoked. "; ostr << tut_abilities(); } Options.tutorial_events[TUT_SEEN_JEWELLERY] = 0; break; } case OBJ_POTIONS: ostr << "Use q to quaff this potion. "; Options.tutorial_events[TUT_SEEN_POTION] = 0; break; case OBJ_BOOKS: if (!item_ident(item, ISFLAG_KNOW_TYPE)) { ostr << "It's a book, you can read it. "; } else { if (item.sub_type == BOOK_MANUAL) { ostr << "A manual can greatly help you in training a skill. " "To use it, read it while your experience " "pool (the number in brackets) is full. Note that " "this will drain said pool, so only use this manual " "if you think you need the skill in question."; } else // it's a spellbook { if (you.religion == GOD_TROG) { ostr << "A spellbook! You could Memorize some " "spells and then cast them with Z. "; ostr << "\nAs a worshipper of " << god_name(GOD_TROG) << ", though, you might instead wish to burn this " "tome of hated magic by using the corresponding " "ability. " "Note that this only works on books that are " "lying on the floor and not on your current " "square. "; } else if (!you.skills[SK_SPELLCASTING]) { ostr << "A spellbook! You could Memorize some " "spells and then cast them with Z. "; ostr << "\nFor now, however, that will have to wait " "until you've learned the basics of Spellcasting " "by reading lots of scrolls."; } else // actually can cast spells { if (player_can_memorise(item)) { ostr << "Such a highlighted spell " "can be Memorised right away. "; } else { ostr << "You cannot memorise any " << (you.spell_no ? "more " : "") << "spells right now. This will change as you " "grow in levels and Spellcasting proficiency. "; } if (you.spell_no) { ostr << "\n\nTo do magic, type Z and " "choose a spell, e.g. a (check " "with ?). For attack spells " "you'll "; ostr << tut_target_mode(true); } } } } Options.tutorial_events[TUT_SEEN_SPBOOK] = 0; break; case OBJ_CORPSES: ostr << "Corpses lying on the floor can be Dissected " "with a sharp implement to produce chunks for food " "(though they may not be healthy)"; if (god_likes_butchery(you.religion)) { ostr << ", or as a sacrifice to " << god_name(you.religion) << " (while praying)"; } ostr << ". "; if (food_is_rotten(item)) ostr << "Rotten corpses won't be of any use to you, though, so " "you might just as well drop this."; Options.tutorial_events[TUT_SEEN_CARRION] = 0; break; case OBJ_STAVES: ostr << "Staffs have to be wielded to be of use. " "There are staves that help spellcasters, and others that " "allow you to harness spells hidden within."; if (!item_ident(item, ISFLAG_KNOW_TYPE)) { ostr << "\n\nTo find out what this staff might do, you have to " "wield it, then Evoke it to see if anything " "interesting happens. If nothing happens, it's probably " "an ancient staff capable of enhancing certain spell " "schools while suppressing others. "; if (you.spell_no) { ostr << "You can find out which one, by casting spells while " "wielding this staff. Eventually, the staff might " "react to a spell of its school and identify itself."; } } else if (item.sub_type <= STAFF_AIR && gives_resistance(item)) { ostr << "\nThis staff offers its wielder protection from " "certain sources. For an overview of your resistances " "(among other things) type %."; } Options.tutorial_events[TUT_SEEN_STAFF] = 0; break; case OBJ_MISCELLANY: ostr << "Miscellanous items sometimes harbour magical powers. Try " "wielding and Evoking it."; Options.tutorial_events[TUT_SEEN_MISC] = 0; break; default: return; } ostr << ""; std::string broken = ostr.str(); linebreak_string2(broken, get_tutorial_cols()); gotoxy(1, wherey() + 2); formatted_string::parse_block(broken, false).display(); } // tutorial_describe_item bool tutorial_feat_interesting(dungeon_feature_type feat) { if (feat >= DNGN_ALTAR_FIRST_GOD && feat <= DNGN_ALTAR_LAST_GOD) return true; if (feat >= DNGN_ENTER_FIRST_BRANCH && feat <= DNGN_ENTER_LAST_BRANCH) return true; switch (feat) { case DNGN_ORCISH_IDOL: case DNGN_GRANITE_STATUE: case DNGN_TRAP_MAGICAL: case DNGN_TRAP_MECHANICAL: case DNGN_TRAP_NATURAL: case DNGN_STONE_STAIRS_DOWN_I: case DNGN_STONE_STAIRS_DOWN_II: case DNGN_STONE_STAIRS_DOWN_III: case DNGN_STONE_STAIRS_UP_I: case DNGN_STONE_STAIRS_UP_II: case DNGN_STONE_STAIRS_UP_III: case DNGN_ROCK_STAIRS_DOWN: case DNGN_ROCK_STAIRS_UP: return true; default: return false; } } void tutorial_describe_feature(dungeon_feature_type feat) { std::ostringstream ostr; ostr << "\n"; switch (feat) { case DNGN_ORCISH_IDOL: case DNGN_GRANITE_STATUE: ostr << "It's just a harmless statue - or is it?\n Even if not " "a danger by themselves, statues often mark special " "areas, dangerous ones or ones harbouring treasure."; break; case DNGN_TRAP_MAGICAL: case DNGN_TRAP_MECHANICAL: ostr << "These nasty constructions can do physical damage (with " "darts or needles, for example) or have other, more magical " "effects. "; if (feat == DNGN_TRAP_MECHANICAL) { ostr << "You can attempt to deactivate the mechanical type by " "standing next to it and then pressing Shift " "and the direction of the trap. Note that this usually " "causes the trap to go off, so it can be quite a " "dangerous task."; } Options.tutorial_events[TUT_SEEN_TRAP] = 0; break; case DNGN_TRAP_NATURAL: // only shafts for now ostr << "The dungeon contains a number of natural obstacles such " "as shafts, which lead one or two levels down."; Options.tutorial_events[TUT_SEEN_TRAP] = 0; break; case DNGN_STONE_STAIRS_DOWN_I: case DNGN_STONE_STAIRS_DOWN_II: case DNGN_STONE_STAIRS_DOWN_III: ostr << "You can enter the next (deeper) level by following them " "down (>). To get back to this level again, " "press << while standing on the upstairs."; Options.tutorial_events[TUT_SEEN_STAIRS] = 0; break; case DNGN_STONE_STAIRS_UP_I: case DNGN_STONE_STAIRS_UP_II: case DNGN_STONE_STAIRS_UP_III: if (you.your_level < 1) { ostr << "These stairs lead out of the dungeon. Following them " "will end the game. The only way to win is to transport " "the fabled orb of Zot outside."; } else { ostr << "You can enter the previous (lower) level by following " "these up (<<). To get back to this level " "again, press > while standing on the " "downstairs."; } Options.tutorial_events[TUT_SEEN_STAIRS] = 0; break; case DNGN_ROCK_STAIRS_DOWN: case DNGN_ROCK_STAIRS_UP: ostr << "Escape hatches can be used to quickly leave a level with " "<< and >, respectively. Note that " "you will usually be unable to return right away."; Options.tutorial_events[TUT_SEEN_ESCAPE_HATCH] = 0; break; default: if (feat >= DNGN_ALTAR_FIRST_GOD && feat <= DNGN_ALTAR_LAST_GOD) { god_type altar_god = grid_altar_god(feat); if (you.religion == GOD_NO_GOD) { ostr << "This is your chance to join a religion! In general, the " "gods will help their followers, bestowing powers of all " "sorts upon them, but many of them demand a life of " "dedication, constant tributes or entertainment in return. " "\nYou can get information about " << god_name(altar_god) << " by pressing p while standing on " "the altar. Before taking up the responding faith you'll " "be asked for confirmation."; } else { if (you.religion == altar_god) { ostr << "If " << god_name(you.religion) << " likes to have items or corpses sacrificed on altars, " "here you can do this by dropping them, " "then praying. As a follower, pressing " "^ allows you to check " << god_name(you.religion) << "'s likes and dislikes at any time."; } else { ostr << god_name(you.religion) << " probably won't like it if you switch allegiance, " "but having a look won't hurt: to get information on "; ostr << god_name(altar_god); ostr << ", press p while standing on the " "altar. Before taking up the responding faith (and " "abandoning your current one!) you'll be asked for " "confirmation." "\nTo see your current standing with " << god_name(you.religion) << " press ^."; } } Options.tutorial_events[TUT_SEEN_ALTAR] = 0; break; } else if (feat >= DNGN_ENTER_FIRST_BRANCH && feat <= DNGN_ENTER_LAST_BRANCH) { ostr << "An entryway into one of the many dungeon branches in " "Crawl. "; if (feat != DNGN_ENTER_TEMPLE) ostr << "Beware, sometimes these can be deadly!"; break; } else return; } std::string broken = ostr.str(); linebreak_string2(broken, get_tutorial_cols()); formatted_string::parse_block(broken, false).display(); } // tutorial_describe_feature bool tutorial_monster_interesting(const monsters *mons) { if (mons_is_unique(mons->type) || mons->type == MONS_PLAYER_GHOST) return true; // highlighted in some way if (mons_is_highlighted(mons)) return true; // monster is (seriously) out of depth if (you.level_type == LEVEL_DUNGEON && mons_level(mons->type) >= you.your_level + Options.ood_interesting) { return true; } return false; } void tutorial_describe_monster(const monsters *mons) { std::ostringstream ostr; ostr << "\n\n"; if (mons_is_unique(mons->type)) { ostr << "Did you think you were the only adventurer in the dungeon? " "Well, you thought wrong! These unique adversaries often " "possess skills that normal monster wouldn't, so be careful.\n\n"; } else if(mons->type == MONS_PLAYER_GHOST) { ostr << "The ghost of a deceased adventurer, it would like nothing " "better than to send you the same way.\n\n"; } else { int level_diff = mons_level(mons->type) - (you.your_level + Options.ood_interesting); if (you.level_type == LEVEL_DUNGEON && level_diff >= 0) { ostr << "This kind of monster is usually only encountered " << (level_diff > 5 ? "much " : "") << "deeper in the dungeon, so it's probably " << (level_diff > 5 ? "extremely" : "very") << " dangerous!\n\n"; } } if (mons->has_ench(ENCH_BERSERK)) ostr << "A berserking monster is bloodthirsty and fighting madly.\n"; // monster is highlighted if (mons_friendly(mons)) { ostr << "Friendly monsters will follow you around and attempt to aid " "you in battle."; } else if (Options.stab_brand != CHATTR_NORMAL && mons_looks_stabbable(mons)) { ostr << "Apparently " << mons_pronoun((monster_type) mons->type, PRONOUN_NOCAP) << " has not noticed you - yet."; } else if (Options.may_stab_brand != CHATTR_NORMAL && mons_looks_distracted(mons)) { ostr << "Apparently " << mons_pronoun((monster_type) mons->type, PRONOUN_NOCAP) << " has been distracted by something."; } std::string broken = ostr.str(); linebreak_string2(broken, get_tutorial_cols()); formatted_string::parse_block(broken, false).display(); } // tutorial_describe_monster