/* * File: tutorial.cc * Summary: A tutorial mode as an introduction on how to play Dungeon Crawl. * Written by: j-p-e-g * * Modified for Crawl Reference by $Author$ on $Date$ * * Created on 2007-01-11. */ #include "AppHdr.h" #include "cio.h" #include #include #include "tutorial.h" #include "abl-show.h" #include "cloud.h" #include "command.h" #include "describe.h" #include "food.h" #include "format.h" #include "initfile.h" #include "itemname.h" #include "itemprop.h" #include "items.h" #include "menu.h" #include "message.h" #include "misc.h" #include "mon-pick.h" #include "mon-util.h" #include "monstuff.h" #include "mutation.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 "tags.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); static void _tutorial_describe_disturbance(int x, int y); static void _tutorial_describe_cloud(int x, int y); static bool _water_is_disturbed(int x, int y); //#define TUTORIAL_DEBUG #define TUTORIAL_VERSION 8 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(writer& outf) { marshallLong( outf, TUTORIAL_VERSION); marshallShort( outf, Options.tutorial_type); for (long i = 0; i < TUT_EVENTS_NUM; ++i) marshallShort( outf, Options.tutorial_events[i] ); } void load_tutorial(reader& inf) { Options.tutorial_left = 0; int version = unmarshallLong(inf); if (version != TUTORIAL_VERSION) return; Options.tutorial_type = unmarshallShort(inf); for (long i = 0; i < TUT_EVENTS_NUM; ++i) { Options.tutorial_events[i] = unmarshallShort(inf); 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; #ifdef USE_TILE // Show all items in inventory. // FIXME: Ideally, we'd use the user-specified order, and push all // missing item types at the end of it, NetHack like. // Unfortunately I can't think of a remotely non-hacky way // to do this. strncpy(Options.tile_show_items, "!?/%=([)x}+\\_.", 18); #endif } // Tutorial selection screen and choice. bool pick_tutorial() { clrscr(); cgotoxy(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 (true) { 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. // XXX: Not stored across save games. Options.tut_spell_counter = 0; Options.tut_throw_counter = 0; Options.tut_melee_counter = 0; Options.tut_berserk_counter = 0; // For occasional healing reminders. Options.tut_last_healed = 0; // Did the player recently see a monster turn invisible? Options.tut_seen_invisible = 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. 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; } } 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; } } 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; } } // Prints 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(you.species, 1) << " " << you.class_name << " 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 " crawl_manual.txt - " "This contains all details on races, magic, skills, etc." EOL " options_guide.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_SEE_GOLD: return "seen first pile of gold"; 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_BRANCH: return "seen first branch entrance"; 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_SEEN_SECRET_DOOR: return "found a secret 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_ROTTING: return "were rotting"; 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_INVISIBLE_DANGER: return "encountered an invisible foe"; case TUT_NEED_HEALING_INVIS: return "had to heal near an unseen monster"; case TUT_ABYSS: return "was cast into the Abyss"; case TUT_POSTBERSERK: return "learned about Berserk after-effects"; 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"; case TUT_MONSTER_FRIENDLY: return "seen first friendly monster"; case TUT_CONVERT: return "converted to a god"; case TUT_GOD_DISPLEASED: return "piety ran low"; case TUT_EXCOMMUNICATE: return "excommunicated by a god"; case TUT_SPELL_MISCAST: return "spell miscast"; case TUT_SPELL_HUNGER: return "spell casting caused hunger"; case TUT_GLOWING: return "player glowing from contamination"; case TUT_STAIR_BRAND: return "saw stairs with objects on it"; case TUT_YOU_RESIST: return "resisted some magic"; case TUT_CAUGHT_IN_NET: return "were caught in a net"; case TUT_LOAD_SAVED_GAME: return "restored a saved game"; case TUT_GAINED_MAGICAL_SKILL: return "gained a new magical skill"; case TUT_CHOOSE_STAT: return "could choose a stat"; case TUT_CAN_BERSERK: return "were told to Berserk"; default: return "faced a bug"; } } // Lists all triggerable events and whether they actually were triggered // at some point, at game start or reload. 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(you.species, 1), you.class_name); result += info; return formatted_string::parse_string(result); } #endif // debug #ifndef USE_TILE static formatted_string _tutorial_map_intro() { std::string result; result = "<"; result += colour_to_str(channel_to_colour(MSGCH_TUTORIAL)); 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."; result += "" 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 << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">" << "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); } #endif static void _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" #ifdef USE_TILE " or by clicking into the message area" #endif "." EOL; result += " --more-- Press Escape to skip the basics"; mesclr(); formatted_message_history(result, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); } 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. " #ifdef USE_TILE "You can also move by clicking somewhere on the map. If this is " "considered safe, i.e. there are no monsters around, you'll move " "towards the chosen square." #endif EOL "A basic command list can be found under ?\?, and the most " "important commands will be explained to you as it becomes necessary."; mesclr(); formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); } // 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 = 5; // add tutorial_debug #endif char ch; int i; for (i = 0; i <= MAX_INFO; i++) { #ifndef USE_TILE // Map window (starts at 1) or message window (starts at 18). // FIXME: This should be done more cleanly using the // crawl_view settings! y_pos = (i == 1 || i == 3) ? 18 : 1; cgotoxy(1, y_pos); #endif if (i == 0) clrscr(); int width = _get_tutorial_cols(); #ifdef USE_TILE // use a more sensible screen width if (width < 80 && width < crawl_view.msgsz.x + crawl_view.hudsz.x) width = crawl_view.msgsz.x + crawl_view.hudsz.x; if (width > 80) width = 80; #endif if (i == 0) _tut_starting_info(width).display(); #ifdef USE_TILE // Skip map and stats explanation for Tiles. else if (i > 0 && i < 3) continue; #else else if (i == 1) _tutorial_map_intro().display(); else if (i == 2) _tutorial_stats_intro().display(); #endif else if (i == 3) _tutorial_message_intro(); else if (i == 4) _tutorial_movement_info(); else { #ifdef TUTORIAL_DEBUG clrscr(); #ifndef USE_TILE cgotoxy(1,y_pos); #endif _tutorial_debug().display(); #else continue; #endif } if (i < MAX_INFO) { ch = c_getch(); redraw_screen(); if (ch == ESCAPE) break; } } if (i >= MAX_INFO) more(); mesclr(); } // 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 (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 (hint == 0 && Options.tut_throw_counter + Options.tut_spell_counter >= Options.tut_melee_counter) { hint = random2(5)+1; } // FIXME: The hints below could be somewhat less random, so that e.g. // the message for fighting several monsters in a corridor only happens // if there's more than one monster around and you're not in a corridor, // or the one about using consumable objects only if you actually have // any (useful or unidentified) scrolls/wands/potions. 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, if possible in an area already " "already explored and cleared of monsters. 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 " #ifdef USE_TILE ", or clicking into the stat area " #endif "will let you rest for a longer time (you will stop resting " "after 100 turns, or 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."; } } formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); more(); mpr( "See you next game!", MSGCH_TUTORIAL); Options.tutorial_events.init(false); } // If a character survives until Xp 7, 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 very different from now on. Here's a last " "playing hint:"; formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); more(); if (Options.tut_explored) { text = "Walking around and exploring levels gets easier by using " "auto-explore (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 options_guide.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."; break; default: text = "Oops... No hint for now. Better luck next time!"; } } formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); 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)) { Options.tut_just_triggered = true; std::string text; text += "If you don't want to eat it, consider chopping this " "corpse up under prayer as a sacrifice to "; text += god_name(you.religion); #ifdef USE_TILE text += ". You can also chop up any corpse that shows in the floor " "part of your inventory tiles by clicking on it with your " "left mouse button"; #endif text += ". Whenever you view a corpse while in tutorial mode you can " "reread this information."; formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); 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.tut_seen_invisible > 0 && you.num_turns - Options.tut_seen_invisible <= 20) { // If we recently encountered an invisible monster, we need a // special message. learned_something_new(TUT_NEED_HEALING_INVIS); // If that one was already displayed, don't print a reminder. } 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; Options.tut_just_triggered = 1; std::string text; text = "Remember to rest between fights and to enter unexplored " "terrain with full hitpoints and magic. Ideally you " "should retreat into areas you've already explored and " "cleared of monsters; resting on the edge of the explored " "terrain increases the chances of your rest being " "interrupted by wandering monsters. For resting, press " "5 or Shift-numpad 5" #ifdef USE_TILE ", or click on the stat area with your mouse" #endif "."; 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."; } formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); if (is_resting()) stop_running(); } Options.tut_last_healed = you.num_turns; } } // Give a message if you see, pick up or inspect an item type for the // first time. 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; case OBJ_GOLD: learned_something_new(TUT_SEEN_GOLD); break; default: // nothing to be done return; } } // Give a special message if you gain a skill you didn't have before. void tut_gained_new_skill(int skill) { if (!Options.tutorial_left) return; learned_something_new(TUT_SKILL_RAISE); switch (skill) { // Special cases first. case SK_FIGHTING: case SK_ARMOUR: case SK_STEALTH: case SK_STABBING: case SK_TRAPS_DOORS: case SK_UNARMED_COMBAT: case SK_INVOCATIONS: case SK_EVOCATIONS: case SK_DODGING: case SK_SHIELDS: case SK_THROWING: case SK_SPELLCASTING: mpr(get_skill_description(skill).c_str(), MSGCH_TUTORIAL); break; // Only one message for all magic skills (except Spellcasting). case SK_CONJURATIONS: case SK_ENCHANTMENTS: case SK_SUMMONINGS: case SK_NECROMANCY: case SK_TRANSLOCATIONS: case SK_TRANSMIGRATION: case SK_DIVINATIONS: case SK_FIRE_MAGIC: case SK_ICE_MAGIC: case SK_AIR_MAGIC: case SK_EARTH_MAGIC: case SK_POISON_MAGIC: learned_something_new(TUT_GAINED_MAGICAL_SKILL); break; // Melee skills. case SK_SHORT_BLADES: case SK_LONG_BLADES: case SK_AXES: case SK_MACES_FLAILS: case SK_POLEARMS: case SK_STAVES: learned_something_new(TUT_GAINED_MELEE_SKILL); break; // Ranged skills. case SK_SLINGS: case SK_BOWS: case SK_CROSSBOWS: case SK_DARTS: learned_something_new(TUT_GAINED_RANGED_SKILL); break; default: break; } } #ifndef USE_TILE // As safely as possible, colourize the passed glyph. // Handles quoting "<", MBCS-ing unicode, and // making DEC characters safe if not properly printable. static std::string _colourize_glyph(int col, unsigned glyph) { std::string colour_str = colour_to_str(col); std::ostringstream text; text << "<" << colour_str << ">"; text << stringize_glyph(glyph); if (glyph == '<') text << '<'; text << ""; return text.str(); } #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); } static bool _advise_use_wand() { for (int i = 0; i < ENDOFPACK; i++) { item_def &obj(you.inv[i]); if (!is_valid_item( obj )) continue; if (obj.base_type != OBJ_WANDS) continue; // Wand type unknown, might be useful. if (!item_type_known(obj)) return (true); // Empty wands are no good. if (obj.plus2 == ZAPCOUNT_EMPTY || item_ident(obj, ISFLAG_KNOW_PLUSES) && obj.plus <= 0) { continue; } // Can it be used to fight? switch(obj.sub_type) { case WAND_FLAME: case WAND_FROST: case WAND_SLOWING: case WAND_MAGIC_DARTS: case WAND_PARALYSIS: case WAND_FIRE: case WAND_COLD: case WAND_CONFUSION: case WAND_FIREBALL: case WAND_TELEPORTATION: case WAND_LIGHTNING: case WAND_ENSLAVEMENT: case WAND_DRAINING: case WAND_RANDOM_EFFECTS: case WAND_DISINTEGRATION: return (true); } } return (false); } void tutorial_first_monster(const monsters &mon) { if (!Options.tutorial_events[TUT_SEEN_MONSTER]) { if (get_mons_colour(&mon) != mon.colour) learned_something_new(TUT_MONSTER_BRAND); if (mons_friendly(&mon)) learned_something_new(TUT_MONSTER_FRIENDLY); if (!Options.tut_just_triggered && one_chance_in(4) && you.religion == GOD_TROG && !you.duration[DUR_BERSERKER] && !you.duration[DUR_EXHAUSTED] && you.hunger_state >= HS_SATIATED) { learned_something_new(TUT_CAN_BERSERK); } return; } // XXX: Crude hack (and doesn't really work either): // 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); } stop_running(); Options.tutorial_events[TUT_SEEN_MONSTER] = 0; Options.tutorial_left--; Options.tut_just_triggered = true; std::string text = "That "; #ifdef USE_TILE // 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 rats, giant newts, " "kobolds, or goblins. You can gain information about any monster " "by hovering your mouse over its tile, and read the monster " "description by clicking on it with your right mouse button." #else unsigned ch; unsigned short col; get_mons_glyph(&mon, &ch, &col); text += _colourize_glyph(col, ch); text += " is a monster, usually depicted by a letter. Some typical " "early monsters look like r, l, " "K or g. "; if (crawl_view.mlistsz.y > 0) { text += "Your console settings allowing, you'll always see a " "list of monsters somewhere on the screen." EOL; } text += "You can gain information about it by pressing x and " "moving the cursor on the monster, and read the monster " "description by then pressing v. " #endif "\nTo attack this monster with your wielded weapon, just move " "into it. "; #ifdef USE_TILE text += "Note that as long as there's a non-friendly monster in view you " "won't be able to automatically move to distant squares, to avoid " "death by misclicking."; #endif formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); 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 from your " "inventory, you'll find an explanation of how to do " "this. First wield it, then follow the instructions."; #ifdef USE_TILE text += EOL "As a short-cut you can also right-click on your " "bow to read its description, and left-click to wield " "it."; #endif formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); } 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 from your " "inventory, you'll find an explanation of how to do " "this."; #ifdef USE_TILE text += EOL "As a short-cut you can also right-click on your " "book in your inventory to read its description."; #endif formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); } if (get_mons_colour(&mon) != mon.colour) learned_something_new(TUT_MONSTER_BRAND, mon.x, mon.y); if (mons_friendly(&mon)) learned_something_new(TUT_MONSTER_FRIENDLY, mon.x, mon.y); } void tutorial_first_item(const item_def &item) { // Happens if monster is standing on dropped corpse or item. if (mgrd[item.x][item.y] != NON_MONSTER) return; if (!Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] || Options.tut_just_triggered) { // NOTE: Since a new player might not think to pick up a // corpse, TUT_SEEN_CARRION is done when a corpse is first seen. if (!Options.tut_just_triggered && item.base_type == OBJ_CORPSES && mgrd[item.x][item.y] == NON_MONSTER) { learned_something_new(TUT_SEEN_CARRION, item.x, item.y); } return; } stop_running(); Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] = 0; Options.tutorial_left--; Options.tut_just_triggered = true; std::string text = "That "; #ifndef USE_TILE unsigned ch; unsigned short col; get_item_glyph(&item, &ch, &col); text += _colourize_glyph(col, ch); text += " "; #else // Highlight item. XXX: Doesn't work, unfortunately. 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 " "%?!\"=()[. " #else "You can also pick up an item by clicking on your left mouse " "button while standing on its square. " #endif "Also, several types of objects will usually be picked up " "automatically. " #ifdef USE_TILE "(In Tiles, these will be marked with a green frame around them.)" #endif EOL "Once it is in your inventory, you can drop it again with " #ifdef USE_TILE "a left mouse click while pressing the Shift key. " "Whenever you right-click on an item" #else "d. Any time you look at an item in your inventory" #endif ", you can read about its properties and its description."; formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); #ifdef USE_TILE // Force more() to highlight this item. more(); #endif } static void _new_god_conduct() { std::ostringstream text; const std::string new_god_name = god_name(you.religion); text << "You've just converted to worshipping " << new_god_name << ". "; if (you.religion == GOD_XOM) { // Xom is a special case. text << "You can keep Xom happy by keeping him amused; you do " "absolutely not want this god to grow bored with you!\n" "If you keep Xom amused he'll treat you like a plaything, " "randomly helping and harming you for his own amusement; " "otherwise he'll treat you like a disfavoured plaything."; formatted_message_history(text.str(), MSGCH_TUTORIAL, 0, _get_tutorial_cols()); return; } if (is_good_god(you.religion)) { // For the good gods, piety grows over time. text << "From now on, " << new_god_name << " will watch over you and " "judge your behaviour. Thus, your actions will greatly " "influence your piety (divine favour). If your piety runs out "; } else { text << "Your piety (divine favour) will gradually decrease over time, " "and if it runs out "; } text << new_god_name << " will excommunicate you and punish you. " "You can prevent this, however, and even gain enough piety to get " "powers and divine gifts, by doing things to please " << new_god_name << ". But don't panic: you start out with a decent " "amount of piety, so any danger of excommunication is far off.\n"; formatted_message_history(text.str(), MSGCH_TUTORIAL, 0, _get_tutorial_cols()); text.str(""); formatted_message_history(print_god_likes(you.religion, true).c_str(), MSGCH_TUTORIAL, 0, _get_tutorial_cols()); formatted_message_history(print_god_dislikes(you.religion, true).c_str(), MSGCH_TUTORIAL, 0, _get_tutorial_cols()); text.str(""); text << "\nYou can check your god's likes and dislikes, as well as your " "current standing and divine abilites, at any time by typing " "^ " #ifdef USE_TILE "(alternatively press Shift while " "right-clicking on your avatar)" #endif "."; formatted_message_history(text.str(), MSGCH_TUTORIAL, 0, _get_tutorial_cols()); } #define DELAY_EVENT \ { \ Options.tutorial_events[seen_what] = 1; \ Options.tutorial_left++; \ return; \ } // 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 Options.tut_just_triggered = true; Options.tutorial_events[seen_what] = 0; Options.tutorial_left--; switch(seen_what) { case TUT_SEEN_POTION: text << "You have picked up your first potion" #ifndef USE_TILE " ('!'). Use " #else ". Simply click on it with your left mouse button, or " "press " #endif "q to quaff it."; break; case TUT_SEEN_SCROLL: text << "You have picked up your first scroll" #ifndef USE_TILE " ('?'). Type " #else ". Simply click on it with your left mouse button, or " "type " #endif "r to read it."; break; case TUT_SEEN_WAND: text << "You have picked up your first wand" #ifndef USE_TILE " ('/'). Type " #else ". Simply click on it with your left mouse button, or " "type " #endif "Z to zap it."; break; case TUT_SEEN_SPBOOK: text << "You have picked up a book "; #ifndef USE_TILE text << "('"; get_item_symbol(DNGN_ITEM_BOOK, &ch, &colour); text << static_cast(ch) << "') " << "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."; #else text << ". You can read it doing a right click with your " "mouse, and memorise spells with a left click. "; #endif 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 " #ifndef USE_TILE "having a look in your inventory at the item in " "question."; #else "clicking on it with your right mouse button."; #endif break; case TUT_SEEN_WEAPON: text << "This is the first weapon " #ifndef USE_TILE "('(') " #endif "you've picked up. Use w " #ifdef USE_TILE "or click on it with your left mouse button " #endif "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 from your inventory" #ifdef USE_TILE " or by right-clicking on it" #endif "."; 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 " #ifndef USE_TILE "(')') " #endif "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. " #ifdef USE_TILE "Right-clicking on " #else "Selecting " #endif "the item in your inventory will give 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. " #ifdef USE_TILE "You can click on it to wear it, and click a second time to " "take it off again. Doing a right mouse click will " "show you its properties."; #else "Use W to wear it and T to take it off again. " "You can view its properties from your inventory."; #endif 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" #ifdef USE_TILE " or by clicking on it with your left mouse button " #endif "."; break; case TUT_SEEN_CARRION: // NOTE: This is called when a corpse is first seen as well as when // first picked up, since a new player might not think to pick // up a corpse. if (x <= 0 || y <= 0) text << "Ah, a corpse!"; else { int i = igrd[x][y]; while (i != NON_ITEM) { if (mitm[i].base_type == OBJ_CORPSES) break; i = mitm[i].link; } if (i == NON_ITEM) text << "Ah, a corpse!"; else { text << "That "; #ifndef USE_TILE unsigned short col; get_item_glyph(&mitm[i], &ch, &col); text << _colourize_glyph(col, ch); text << " "; #else // Highlight item (if it works). tile_place_cursor(ep.x-1,ep.y-1,true); #endif text << "is a corpse."; } } text << " When a corpse is lying on the ground, you " "can chop it up with a sharp implement. Once " "hungry you can then eat the resulting chunks " "(though they may not be healthy)."; #ifdef USE_TILE text << " With tiles, you can also chop up any corpse that shows in " "the floor part of your inventory region, simply by doing a " "left mouse click while pressing Shift, and " "then eat the resulting chunks with Shift + right mouse " "click."; #endif if (god_likes_butchery(you.religion)) { text << " During prayer you can offer corpses to " << god_name(you.religion) << " by chopping them up, as well. Note that the gods will " << "not accept rotting flesh."; } text << "\nDuring the tutorial you can reread this information at " "any time by selecting the item in question in your " "inventory."; 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 << " ('\"')" << ". Type P to put it on and R to remove " "it. You can view its properties from your inventory" #else << ". You can click on it to put it on, and click a second time " "remove it off again. By clicking on it with your right " "mouse button you can view its properties" #endif << ", though 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 " #ifdef USE_TILE "clicking on it once to wield it, and a second time " "to evoke " #else "wielding and evoking " #endif "it. As usually, selecting it from your inventory " "might give you more information."; 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."; #ifdef USE_TILE text << "Both wielding, and evoking a wielded item can be achieved " "by clicking on it with your left mouse button."; #endif text << "\nDuring the tutorial you can reread this information at " "any time by selecting the item in question in your " "inventory."; break; case TUT_SEEN_GOLD: text << "You have picked up your first pile of gold" #ifndef USE_TILE " ('$')" #endif ". Unlike all other objects in Crawl it doesn't show up in " "your inventory, takes up no space in your inventory, weighs " "nothing and can't be dropped. Gold can be used to buy " "items from shops, and can also be sacrificed to some gods."; if (!Options.show_gold_turns) { text << "Whenever you pick up some gold, your current amount will " "be mentioned. If you'd like to check your wealth at other " "times, it will be listed on the % screen."; } break; case TUT_SEEN_STAIRS: // Don't give this information during the first turn, to give // the player time to have a look around. if (you.num_turns < 1) DELAY_EVENT; text << "These "; #ifndef USE_TILE // Is a monster blocking the view? if (mgrd[x][y] != NON_MONSTER) DELAY_EVENT; object = env.show[ex][ey]; colour = env.show_col[ex][ey]; { unsigned short dummy; get_item_symbol( object, &ch, &dummy ); } text << _colourize_glyph(colour, 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."; #ifdef USE_TILE text << "\nAlternatively, clicking on your left mouse button " "while pressing the Shift key will let you follow any " "stairs you're standing on."; #endif break; case TUT_SEEN_ESCAPE_HATCH: if (you.num_turns < 1) DELAY_EVENT; // monsters standing on stairs if (mgrd[x][y] != NON_MONSTER) DELAY_EVENT; text << "These "; #ifndef USE_TILE object = env.show[ex][ey]; colour = env.show_col[ex][ey]; get_item_symbol( object, &ch, &colour ); text << _colourize_glyph(colour, ch); 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 " #ifdef USE_TILE "(or by using your left mouse button in combination " "with the Shift key)" #endif ", but will usually be unable to return right away."; break; case TUT_SEEN_BRANCH: text << "This "; #ifndef USE_TILE // Is a monster blocking the view? if (mgrd[x][y] != NON_MONSTER) DELAY_EVENT; // FIXME: Branch entrance character is not being colored yellow. object = env.show[ex][ey]; colour = env.show_col[ex][ey]; { unsigned short dummy; get_item_symbol( object, &ch, &dummy ); } text << _colourize_glyph(colour, ch) << " "; #else tile_place_cursor(ep.x-1,ep.y-1,true); #endif text << "is the entrance to a different branch of the dungeon, " "which might have different terrain, level layout and " "monsters than the current main branch you're in. Branches " "can range from being up to ten levels deep to having only " "a single level. They can also contain entrances to other " "branches." "\n\nThe first three branches you'll encounter are the " "Temple, the Orcish Mines and the Lair. While the Mines " "and the Lair can be dangerous for the new adventurer, " "the Temple is completely safe and contains a number of " "altars at which you might convert to a new god."; break; case TUT_STAIR_BRAND: #ifdef USE_TILE // XXX: How does stair branding work with tiles? return; #else // Monster or player standing on stairs. if (mgrd[x][y] != NON_MONSTER || (you.x_pos == x && you.y_pos == y)) DELAY_EVENT; text << "If any items are covering stairs or an escape hatch then " "that will be indicated by highlighting the << or " "> symbol, instead of hiding the stair symbol with " "an item glyph."; #endif break; case TUT_SEEN_TRAP: if (x == you.x_pos && y == you.y_pos) text << "Oops... you just triggered a trap. "; else text << "You just discovered a trap. "; text << "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 " << _colourize_glyph(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 << _colourize_glyph(colour, 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."; if (you.religion == GOD_NO_GOD && Options.tutorial_type == TUT_MAGIC_CHAR) { text << "\n\nThe best god for an unexperienced conjurer is " "probably Vehumet, though Sif Muna is a good second " "choice."; } break; case TUT_SEEN_SHOP: #ifdef USE_TILES tile_place_cursor(ep.x-1,ep.y-1,true); #endif text << "That " #ifndef USE_TILE << _colourize_glyph(YELLOW, get_screen_glyph(x,y)) << " " #endif "is a shop. You can enter it by typing << " #ifdef USE_TILE ", or by pressing Shift and clicking on it with your " "left mouse button " #endif "while standing on the square."; break; case TUT_SEEN_DOOR: if (you.num_turns < 1) DELAY_EVENT; #ifdef USE_TILES tile_place_cursor(ep.x-1,ep.y-1,true); #endif text << "That " #ifndef USE_TILE << _colourize_glyph(WHITE, 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, or simply " "Ctrl-Direction."; #ifdef USE_TILE text << "\nIn Tiles, the same can be achieved by clicking on an " "adjacent door square."; #endif break; case TUT_SEEN_SECRET_DOOR: #ifdef USE_TILES tile_place_cursor(ep.x-1,ep.y-1,true); #endif text << "That " #ifndef USE_TILE << _colourize_glyph(WHITE, get_screen_glyph(x,y)) << " " #endif "was a secret door. You can actively try to find secret " "doors by searching. To search for one turn, press s, " "., delete or keypad-5. Pressing " "5 or shift-and-keypad-5 " #ifdef USE_TILE ", or clicking into the stat area " #endif "will search 100 times, stopping early if you find any " "secret doors or traps, or when your HP or MP fully " "recovers.\n\n" "If you can't find all three (or any) of the down stairs " "on a level you should try searching for secret doors, since " "the missing stairs might be in sections of the level blocked " "off by them. If you can't find any secret doors then the " "missing stairs are probably in sections of the level totally " "disconnected from the section you're searching."; 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."; #ifdef USE_TILE text << " Memorising is also possible by doing a left " "click on the book in your inventory."; #endif } 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_GAINED_MAGICAL_SKILL: text << "Being skilled in a magical \"school\" makes it easier to " "learn and cast spells of this school. Many spells belong to " "a combination of several schools, in which case the average " "skill in these schools will decide on spellcasting success " "and power."; break; case TUT_GAINED_MELEE_SKILL: text << "Being skilled with a particular type of weapon will make it " "easier to fight with all weapons of this type and make you " "deal more damage with them. It is generally recommended to " "concentrate your efforts on one or two weapon types to become " "more powerful in them. Some weapons are closely related, and " "being trained in one will ease training the other. This is " "true for the following pairs: Short Blades/Long Blades, " "Axes/Polearms, Polearms/Staves, Axes/Maces, and (though not " "strictly a weapon skill) Slings/Throwing."; break; case TUT_GAINED_RANGED_SKILL: text << "Being skilled in a particular type of ranged attack will let " "you deal more damage when using the appropriate weapons. It " "is usually best to concentrate on one type of ranged attack " "(including spells), and to add another one as back-up."; break; case TUT_CHOOSE_STAT: text << "Every third level you may choose what stat to invest in, " "Strength, Dexterity, or Intelligence.\n" "Strength influences the amount you can carry, and " "increases the damage you deal in melee.\n" "Dexterity increases your evasion and thus influences " "your chance of dodging attacks or traps.\n" "Intelligence increases your success in casting spells " "and decreases the amount by which you hunger when you do so." "\nNote that it is generally recommended to raise all your " "stats to a minimum of 7, so as to prevent death by stat loss."; 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 (?5)."; break; case TUT_YOU_SICK: // Hack: reset tut_just_triggered, to force recursive calling of // learned_something_new(). Options.tut_just_triggered = false; learned_something_new(TUT_YOU_ENCHANTED); Options.tut_just_triggered = true; 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" #ifdef USE_TILE " or by clicking into the stats area" #endif "), or you could quaff a potion of healing. "; break; case TUT_YOU_POISON: // Hack: reset tut_just_triggered, to force recursive calling of // learned_something_new(). Options.tut_just_triggered = false; learned_something_new(TUT_YOU_ENCHANTED); Options.tut_just_triggered = true; 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" #ifdef USE_TILE "or by clicking onto the stats area" #endif "), or you could quaff a potion of healing. "; break; case TUT_YOU_ROTTING: // Hack: Reset tut_just_triggered, to force recursive calling of // learned_something_new(). Options.tut_just_triggered = false; learned_something_new(TUT_YOU_ENCHANTED); Options.tut_just_triggered = true; text << "Ugh, your flesh is rotting! Not only does this slowly " "reduce your HP, it also slowly reduces your maximum " "HP (your usual maximum HP will be indicated by a number in " "parentheses).\n" "While you can wait it out, you'll probably want to stop " "rotting as soon as possible by drinking a potion of healing, " "since the longer you wait the more your maximum HP will be " "reduced. Once you've stopped rotting you can restore your " "maximum HP to normal by drinking potions of healing and heal " "wounds while fully healed."; 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 and armour can also be uncursed " "using the appropriate enchantment 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 chop up 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 or worse."; 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 " #ifdef USE_TILE ", or click your left mouse button " #endif "twice you can choose items from a menu" #ifdef USE_TILE ", either by pressing their letter, or by clicking on their " "tiles presented at the bottom of the screen" #endif ".\nThis 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."; #ifdef USE_TILE text << " In the drop menu you can then comfortably select which " "items to drop by pressing their inventory letter, or by " "clicking on their tiles."; #endif 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 " "chop up. One or more chunks will appear that you " "can then eat. Beware that some chunks may be, " "sometimes or always, hazardous. You can find out whether " "that might be the case by " #ifdef USE_TILE "clicking with your right mouse button onto the corpse " "or chunk."; #else "viewing a corpse or chunk on the floor or by having a " "look at it in your inventory."; #endif 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_SATIATED) { 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 chopping 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."; #ifdef USE_TILE text << "\nAlso, clicking on the right-side minimap with your " "right mouse button will zoom into that dungeon area. " "Clicking with the left mouse button instead will let " "you move there."; #endif break; case TUT_DONE_EXPLORE: // XXX: You'll only get this message if you're using auto exploration. text << "Hey, you've finished exploring the dungeon on this level! " "You can search for stairs from the level map (X) " "by pressing >. The cursor will jump to the nearest " "staircase, and by pressing . or Enter your " "character can move there, too. "; 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 for 100 turns with " "5 " #ifdef USE_TILE "(or alternatively click into the stat area) " #endif "to do so."; } else { text << "Each level of Crawl has three " #ifndef USE_TILE "white " #endif "up and three " #ifndef USE_TILE "white " #endif "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 . or s, or for 100 turns with " "5 or Shift-numpad 5" #ifdef USE_TILE ", or by clicking on the stat area" #endif ".\n\n"; } 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. Ideally you should " "retreat to an area you've already explored and cleared " "of monsters before resting, since resting on the edge of " "the explored terrain increases the risk of rest being " "interrupted by a wandering monster. Press 5 or " "shift-numpad-5" #ifdef USE_TILE ", or click into the stat area" #endif " 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_INVISIBLE_DANGER: text << "Fighting against a monster you cannot see is difficult. " "Your best bet is probably a strategic retreat, be it via " "teleportation or by getting off the level. " "Or else, luring the monster into a corridor should at least " "make it easier for you to hit it."; // To prevent this text being immediately followed by the next one... Options.tut_last_healed = you.num_turns - 30; break; case TUT_NEED_HEALING_INVIS: text << "You recently noticed an invisible monster, so resting might " "not be safe. If you still need to replenish your hitpoints " "or magic, you'll have to quaff an appropriate potion. For " "normal resting you will first have to get away from the " "danger."; Options.tut_last_healed = you.num_turns; break; case TUT_CAN_BERSERK: // Don't print this information if the player already knows it. if (!Options.tut_berserk_counter) { text << "Against particularly difficult foes, you should use your " "Berserk ability. Berserk will last longer if you " "kill a lot of monsters."; } 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 exhaustion 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!"; } text << " If retreating to another level, keep in mind that monsters " "may follow you if they're standing right next to you when " "you start climbing or descending the stairs. And even if " "you've managed to shake them off, they'll still be there when " "you come back, though, so you'll want to use a different set " "of stairs when you return."; if (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."; if (_advise_use_wand()) text << "\n\nOr you could Zap a wand to deal damage."; 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: switch(you.religion) { // Gods where first granted ability is active. case GOD_KIKUBAAQUDGHA: case GOD_YREDELEMNUL: case GOD_NEMELEX_XOBEH: case GOD_ZIN: case GOD_OKAWARU: case GOD_SIF_MUNA: case GOD_TROG: case GOD_ELYVILON: case GOD_LUGONU: text << "You just gained a new ability. Press a to " "take a look at your abilities or to use one of them."; break; // Gods where first granted ability is passive. default: text << "You just gained a new ability. Press ^ " #ifdef USE_TILE "or press Shift and right-click on the " "player tile " #endif "to take a look at your abilities."; break; } break; case TUT_CONVERT: _new_god_conduct(); break; case TUT_GOD_DISPLEASED: text << "Uh-oh, " << god_name(you.religion) << " is growing " "displeased because your piety is running low. Possibly this " "is the case because you're committing heretic acts"; if (!is_good_god(you.religion)) { // Piety decreases over time for non-good gods. text << ", because " << god_name(you.religion) << " finds your " "worship lacking, or a combination of the two"; } text << ". If your piety goes to zero, then you'll be excommunicated. " "Better get cracking on raising your piety, and/or stop " "annoying your god. "; text << "In any case, you'd better reread the religious description. " "To do so, " #ifdef USE_TILE "press Shift and right-click on your avatar."; #else "type ^."; #endif break; case TUT_EXCOMMUNICATE: { const god_type new_god = (god_type) x; const int old_piety = y; god_type old_god = GOD_NO_GOD; for (int i = 0; i < MAX_NUM_GODS; i++) if (you.worshipped[i] > 0) { old_god = (god_type) i; break; } const std::string old_god_name = god_name(old_god); const std::string new_god_name = god_name(new_god); if (new_god == GOD_NO_GOD) { if (old_piety < 1) { text << "Uh-oh, " << old_god_name << " just excommunicated you " "for running out of piety (your divine favour went " "to nothing). Maybe you repeatedly violated the " "religious rules, or maybe you failed to please your " "deity often enough, or some combination of the two. " "If you can find an altar dedicated to " << old_god_name; } else { text << "Should you decide that abandoning " << old_god_name << "wasn't such a smart move after all, and you'd like to " "return to your old faith you'll have to find an altar " "dedicated to " << old_god_name << " where"; } text << " you can re-convert, and all will be well. Otherwise " "you'll have to weather this god's displeasure until all " "divine wrath is spent."; } else { bool angry = false; if (is_good_god(old_god)) { if (is_good_god(new_god)) { text << "Fortunately, it seems that " << old_god_name << " didn't mind you converting to " << new_god_name << ". "; if (old_piety > 30) text << "You even kept some of your piety! "; text << "Note that this kind of alliance only exists " "between the three good gods, so don't expect this " "to be the norm."; } else if (!god_hates_your_god(old_god)) { text << "Fortunately, it seems that " << old_god_name << " didn't mind you converting to " << new_god_name << ". That's because " << old_god_name << " is one of " "the good gods who generally are rather forgiving " "about change of faith - unless you switch over to " "the path of evil, in which case their retribution " "can be nasty indeed!"; } else { text << "Looks like " << old_god_name << " didn't " "appreciate you converting to " << new_god_name << "! But really, changing from one of the good gods " "to an evil one, what did you expect!? For any god " "not on the opposing side of the faith, " << old_god_name << " would have been much more " "forgiving. "; angry = true; } } else { text << "Looks like " << old_god_name << " didn't appreciate " "you converting to " << new_god_name << "! (Actually, " "only the three good gods will sometimes be forgiving " "about this kind of faithlessness.) "; angry = true; } if (angry) { text << "Unfortunately, while converting back would appease " << old_god_name << ", it would annoy " << new_god_name << ", so you're stuck with having to suffer the wrath of " "one god or another."; } } 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, " #ifdef USE_TILE "you can choose your firing ammunition by left-clicking " "on it with your mouse. " "In the case of weapons (rather than missiles) you need to " "be pressing Ctrl at the same time, to distinguish " "the action from wielding. Then target the monster by " "clicking on it." #else "press f, 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." #endif "\nIf you miss, you can fire at it again with ff."; 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 " #ifdef USE_TILE "hovering your mouse over its tile"; #else "pressing x and moving the cursor onto its square."; #endif break; case TUT_MONSTER_FRIENDLY: #ifdef USE_TILE tile_place_cursor(ep.x-1,ep.y-1,true); #endif text << "That monster is friendly to you and will attack your " "enemies, though you'll get only half the experience for " "monsters killed by allies of what you'd get for killing them " "yourself. You can command your allies by pressing t " "to talk to them."; break; case TUT_SEEN_MONSTER: case TUT_SEEN_FIRST_OBJECT: // Handled in special functions. break; case TUT_ABYSS: text << "Uh-oh, you've wound up in the Abyss! The Abyss is a special " "place where you cannot remember or map where you've been; it " "is filled with nasty monsters, and you're probably going to " "die.\n"; text << "To increase your chances of survival until you can find the " "exit" #ifndef USE_TILE " (a flickering \\)" #endif ", keep moving, don't fight any of the monsters, and don't " "bother picking up any items on the ground. If you're " "encumbered or overburdened then lighten up your load, and if " "the monsters are closing in, try to use items of speed to get " "away. Also, wherever possible, move in a direction slightly " "off from a compass direction (for example, north-by-northwest " "instead of north or northwest), as you're more likely to miss " "the exit if you keep heading solely in a compass direction."; break; case TUT_SPELL_MISCAST: text << "You just miscast a spell. If the spell casting success " "chance is high (which can be checked by entering z\?) " "then a miscast merely means the spell is not working, along " "with a harmless side effect. However, for spells with a " "low success rate there's a chance of contaminating yourself " "with magical energy, plus a chance of an additional harmful " "side effect. Normally this isn't a problem, since magical " "contamination bleeds off over time, but if you're repeatedly " "contaminated in a short amount of time you'll mutate or " "suffer from other ill side effects.\n\n" "Note that a miscast spell will still consume the full amount " "of MP and nutrition that a successfully cast spell would."; break; case TUT_SPELL_HUNGER: text << "The spell you just cast made you hungrier; you can see how " "hungry spells make you by entering z\?!. The amount of " "nutrition consumed increases with the level of the spell and " "decreases in dependence of your intelligence stat and your " "Spellcasting skill. If both of these are high enough a spell " "might even not cost you any nutrition at all."; break; case TUT_GLOWING: text << "Uh-oh, you've accumulated so much magical contamination that " "you're glowing! You usually acquire magical contamination " "from using some powerful magics, like invisibility, haste " "or potions of resistance. This normally isn't a problem as " "contamination slowly bleeds off on its own, but it seems that " "you've accumulated so much contamination over a short amount " "of time that it can have nasty effects, such as mutate you " "or deal direct damage. In addition, glowing is going to make " "you much more noticeable."; break; case TUT_YOU_RESIST: text << "There are many dangers in Crawl. Luckily, there are ways to " "(at least partially) resist some of them, if you are " "fortunate enough to find them. There are two basic variants " "of resistances: the innate magic resistance that depends on " "your species, grows with the experience level, and protects " "against hostile enchantments; and the specific resistances " "against certain types of magic and also other effects, e.g. " "fire or draining.\n" "You can find items in the dungeon or gain mutations that will " "increase (or lower) one or more of your resistances. To view " "your current set of resistances, " #ifdef USE_TILE "right-click on the player avatar."; #else "press %%."; #endif break; case TUT_CAUGHT_IN_NET: text << "While you are held in a net, you cannot move around or engage " "monsters in combat. Instead, any movement you take is counted " "as an attempt to struggle free from the net. With a wielded " "bladed weapon you will be able to cut the net faster"; if (Options.tutorial_type == TUT_BERSERK_CHAR) text << ", especially if you're berserking while doing so"; text << ". Small races may also wriggle out of a net, only damaging it " "a bit, so as to then fire it at a monster."; if (Options.tutorial_type == TUT_MAGIC_CHAR) text << " Note that casting spells is still very much possible."; break; case TUT_LOAD_SAVED_GAME: { text << "Welcome back! If it's been a while since you last played this " "character, you should take some time to refresh your memory " "of your character's progress. It is recommended to at least " "have a look through your inventory, but you should " "also check "; std::vector listed; if (!your_talents(false).empty()) listed.push_back("your abilities"); if (Options.tutorial_type != TUT_MAGIC_CHAR || how_mutated()) listed.push_back("your set of mutations (A)"); if (you.religion != GOD_NO_GOD) listed.push_back("your religious standing (^)"); listed.push_back("the character overview screen (%)."); text << comma_separated_line(listed.begin(), listed.end(), " and ", ", "); text << "\nAlternatively, you can dump all information pertaining to " "your character into a text file with the # command. " "You can then find said file in the /morgue folder (" << you.your_name << ".txt) and read it at your leasure. Also, " "such a file will automatically be created upon death (the " "filename will then also contain the date) but that won't be " "of much use to you now."; break; } default: text << "You've found something new (but I don't know what)!"; } if (!text.str().empty()) { std::string s = text.str(); formatted_message_history(s, MSGCH_TUTORIAL, 0, _get_tutorial_cols()); } if (is_resting()) stop_running(); } formatted_string tut_abilities_info() { std::ostringstream text; text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">"; 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 << "."; } text << ""; return formatted_string::parse_string(text.str(), false); } // Explains the basics of the skill screen. Don't bother the player with the // aptitude information. (Toggling is still possible, of course.) void print_tut_skills_info() { textcolor(channel_to_colour(MSGCH_TUTORIAL)); std::ostringstream text; text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">"; text << "This screen shows the skill set of your character. You can pick up new" EOL "skills by performing the corresponding actions. The number next to the" EOL "skill is your current level, the higher the better. The cyan percent " EOL "value shows your progress towards the next skill level. You can toggle" EOL "which skills to train by pressing their slot letters. A greyish skill " EOL "will increase at a decidedly slower rate and ease training of others. "; text << ""; formatted_string::parse_string(text.str(), false).display(); } // A short explanation of Crawl's target mode and its 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 f to fire, 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); } // Explains the most important commands necessary to use an item, and mentions // special effects, etc. // NOTE: For identified artefacts don't give all this information! // (The screen is likely to overflow.) Artefacts need special information // if they are evokable or grant resistances. // In any case, check whether we still have enough space for the // inscription prompt and answer. void tutorial_describe_item(const item_def &item) { std::ostringstream ostr; ostr << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">"; switch (item.base_type) { case OBJ_WEAPONS: { if (is_artefact(item) && item_type_known(item)) { if (gives_ability(item) && wherey() <= get_number_of_lines() - 5) { // You can activate it. ostr << "When wielded, some weapons (such as this one) " "offer abilities that can be evoked. "; ostr << _tut_abilities(); break; } else if (gives_resistance(item) && wherey() <= get_number_of_lines() - 3) { // It grants a resistance. ostr << "\nThis weapon offers its wearer protection from " "certain sources. For an overview of your " "resistances (among other things) type %" #ifdef USE_TILE " or click on your avatar with the right mouse " "button" #endif "."; 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 " "fired. "; 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 fired 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" #ifdef USE_TILE ", or, alternatively, simply click on their tiles to " "perform either action." #endif "."; } if (Options.tutorial_type == TUT_MAGIC_CHAR && !is_light_armour(item)) { ostr << "\nNote that body armour with high evasion penalties " "may hinder your ability to learn and cast spells. " "Light armour such as robes, leather armour or any " "elven armour will be generally safe for any aspiring " "spellcaster."; } else if (Options.tutorial_type == TUT_RANGER_CHAR && is_shield(item)) { ostr << "\nNote that wearing a shield will greatly decrease " "the speed at which you can shoot arrows."; } 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 (wearable) { if (item_known_cursed( item )) { 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 or enchant " "armour."; } 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 %" #ifdef USE_TILE " or click on your avatar with the right mouse " "button" #endif "."; } 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."; #ifdef USE_TILE ostr << " Alternatively, simply click on its tile."; #endif Options.tutorial_events[TUT_SEEN_WAND] = 0; break; case OBJ_FOOD: ostr << "Food can simply be eaten" #ifdef USE_TILE ", something you can also do by left clicking on it" #endif ". "; 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" #ifdef USE_TILE "or simply click on it with your left mouse button" #endif "."; Options.tutorial_events[TUT_SEEN_SCROLL] = 0; break; case OBJ_JEWELLERY: { ostr << "Jewellery can be Put on or Removed " "again" #ifdef USE_TILE ", though in Tiles, either can be done by clicking on the " "item in your inventory" #endif "."; 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 %" #ifdef USE_TILE " or click on your avatar with the right mouse " "button" #endif "."; } if (gives_ability(item)) { ostr << "\n\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 << "Type q to quaff this potion" #ifdef USE_TILE "or simply click on it with your left mouse button" #endif "."; Options.tutorial_events[TUT_SEEN_POTION] = 0; break; case OBJ_BOOKS: 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 && (item.sub_type != BOOK_DESTRUCTION || !item_ident(item, ISFLAG_KNOW_TYPE))) { if (!item_ident(item, ISFLAG_KNOW_TYPE)) ostr << "It's a book, you can read it."; else { ostr << "A spellbook! You could Memorise 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 (!item_ident(item, ISFLAG_KNOW_TYPE)) { ostr << "It's a book, you can read it" #ifdef USE_TILE ", something that can also be achieved by clicking " "on its tile in your inventory." #endif "."; } else if (item.sub_type == BOOK_DESTRUCTION) { ostr << "This magical item can cause great destruction " "- to you, or your surroundings. Use with care!"; } else if (!you.skills[SK_SPELLCASTING]) { ostr << "A spellbook! You could Memorise 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 // You 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); } } } ostr << "\n"; Options.tutorial_events[TUT_SEEN_SPBOOK] = 0; break; case OBJ_CORPSES: ostr << "Corpses lying on the floor can be chopped up 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. No god will " "accept such rotten sacrifice, either."; } else { #ifdef USE_TILE ostr << " For an individual corpse in your inventory, the most " "practical way to chop it up is to drop it by clicking " "on it with your left mouse button while " "Shift is pressed, and then repeat that command " "for the corpse tile now lying on the floor. If the " "intent is to eat the chunks (rather than offer the " "corpse), you can then press Shift + right mouse " "button to do that.\n" EOL; #endif ostr << "If there are several items in your inventory you'd " "like to drop, the most convenient way is to use the " "drop menu. On a related note, butchering " "several corpses on a floor square is facilitated by " "using the chop prompt where c is a " "valid synonym for yes or you can directly chop " "all corpses."; } Options.tutorial_events[TUT_SEEN_CARRION] = 0; break; case OBJ_STAVES: if (item_is_rod( item )) { if (!item_ident(item, ISFLAG_KNOW_TYPE)) { ostr << "\n\nTo find out what this rod might do, you have " "to wield and evoke it to see if you " "can use the spells hidden within" #ifdef USE_TILE ", both of which can be done by clicking on it" #endif "."; } else { ostr << "\n\nYou can use this rod's magic by " "wielding and evoking it" #ifdef USE_TILE ", both of which can be achieved by clicking on it" #endif "."; } } else { ostr << "This staff can enhance your spellcasting of specific " "spell schools. "; bool gives_resist = false; if (you.spell_no && !item_ident(item, ISFLAG_KNOW_TYPE)) { 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 (gives_resistance(item)) { ostr << "It also offers its wielder protection from " "certain sources. For an overview of your " "resistances (among other things) type %" #ifdef USE_TILE " or click on your avatar with the right mouse " "button" #endif "."; gives_resist = true; } if (!gives_resist && you.religion == GOD_TROG) { ostr << "\n\nSeeing how " << god_name(GOD_TROG, false) << " frowns upon the use of magic, this staff will be " "of little use to you and you might just as well " "drop it now."; } } Options.tutorial_events[TUT_SEEN_STAFF] = 0; break; case OBJ_MISCELLANY: ostr << "Miscellanous items sometimes harbour magical powers. Try " "wielding and evoking it" #ifdef USE_TILE ", either of which can be done by clicking on it" #endif "."; Options.tutorial_events[TUT_SEEN_MISC] = 0; break; default: return; } ostr << ""; std::string broken = ostr.str(); linebreak_string2(broken, _get_tutorial_cols()); cgotoxy(1, wherey() + 2); formatted_string::parse_block(broken, false).display(); } // tutorial_describe_item() void tutorial_inscription_info(bool autoinscribe, std::string prompt) { // Don't print anything if there's not enough space. if (wherey() >= get_number_of_lines() - 1) return; std::ostringstream text; text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">"; bool longtext = false; if (!autoinscribe || wherey() <= get_number_of_lines() - 10) { text << EOL "Inscriptions are a powerful concept of Dungeon Crawl." EOL "You can inscribe items to differentiate them, or to comment on them, " EOL "but also to set rules for item interaction. If you are new to Crawl, " EOL "you can safely ignore this feature, though."; longtext = true; } if (autoinscribe && wherey() <= get_number_of_lines() - 6) { text << EOL "Artefacts can be autoinscribed to give a brief overview of their " EOL "known properties."; longtext = true; } text << EOL "(In the main screen, press ?6 for more information.)" EOL; text << ""; formatted_string::parse_string(text.str()).display(); // Ask a second time, if it's been a longish interruption. if (longtext && !prompt.empty() && wherey() <= get_number_of_lines() - 2) formatted_string::parse_string(prompt).display(); } bool tutorial_pos_interesting(int x, int y) { return (cloud_type_at(coord_def(x, y)) != CLOUD_NONE || _water_is_disturbed(x, y) || tutorial_feat_interesting(grd[x][y])); } bool tutorial_feat_interesting(dungeon_feature_type feat) { // Altars and branch entrances are always interesting. 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) { // So are statues, traps, and stairs. 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_ESCAPE_HATCH_DOWN: case DNGN_ESCAPE_HATCH_UP: return (true); default: return (false); } } void tutorial_describe_pos(int x, int y) { _tutorial_describe_disturbance(x, y); _tutorial_describe_cloud(x, y); tutorial_describe_feature(grd[x][y]); } void tutorial_describe_feature(dungeon_feature_type feat) { std::ostringstream ostr; ostr << "\n\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">"; switch (feat) { case DNGN_ORCISH_IDOL: case DNGN_GRANITE_STATUE: ostr << "It's just a harmless statue - or is it?\nEven 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 Ctrl " "and the direction of the trap. Note that this usually " "causes the trap to go off, so it can be quite a " "dangerous task.\n\n" "You can safely pass over a mechanical trap if " "you're flying or leviating."; } else { ostr << "Magical traps can't be disarmed, and unlike " "mechanical traps you can't avoid tripping them " "by levitating or flying over them."; } 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 to three levels down. They " "can't be disarmed, but you can safely pass over them " "if you're levitating or flying."; 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."; #ifdef USE_TILE ostr << " In Tiles, you can achieve the same, in either direction, " "by clicking the left mouse button while pressing " "Shift. "; #endif 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 (shallower) level by " "following these up (<<). This is ideal for " "retreating or finding a safe resting spot, since the " "previous level will have less monsters and monsters " "on this level can't follow you up unless they're " "standing right next to you. To get back to this " "level again, press > while standing on the " "downstairs."; #ifdef USE_TILE ostr << " In Tiles, you can perform either action simply by " "clicking the left mouse button while pressing " "Shift instead. "; #endif } Options.tutorial_events[TUT_SEEN_STAIRS] = 0; break; case DNGN_ESCAPE_HATCH_DOWN: case DNGN_ESCAPE_HATCH_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) { if (god_likes_items(you.religion)) { ostr << "If " << god_name(you.religion) << " likes to have certain items or corpses " "sacrificed on altars, any appropriate item " "dropped on an altar during prayer, or " "already lying on an altar when you start " "praying will be automatically " "sacrificed to " << god_name(you.religion) << "."; } } 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 ^" #ifdef USE_TILE ", or press Shift while clicking with " "your right mouse button on your avatar" #endif "."; } 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; } ostr << ""; std::string broken = ostr.str(); linebreak_string2(broken, _get_tutorial_cols()); formatted_string::parse_block(broken, false).display(); } static void _tutorial_describe_cloud(int x, int y) { cloud_type ctype = cloud_type_at(coord_def(x, y)); if (ctype == CLOUD_NONE) return; std::string cname = cloud_name(ctype); std::ostringstream ostr; ostr << "\n\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">"; ostr << "The " << cname << " "; if (ends_with(cname, "s")) ostr << "are "; else ostr << "is "; bool need_cloud = false; switch(ctype) { case CLOUD_BLACK_SMOKE: case CLOUD_GREY_SMOKE: case CLOUD_BLUE_SMOKE: case CLOUD_PURP_SMOKE: case CLOUD_MIST: ostr << "harmless. "; break; default: if (!is_damaging_cloud(ctype, true)) { ostr << "currently harmless, but that could change at some point. " "Check the overview screen (%%) to view your " " resistances."; need_cloud = true; } else { ostr << "probably dangerous, and you should stay out of it if you " "can. "; } } if (is_opaque_cloud(env.cgrid[x][y])) { ostr << (need_cloud? "\nThis cloud" : "It") << " is opaque. If two or more opaque clouds are between " "you and a square you won't be able to see anything in that " "square."; } ostr << ""; std::string broken = ostr.str(); linebreak_string2(broken, _get_tutorial_cols()); formatted_string::parse_block(broken, false).display(); } static void _tutorial_describe_disturbance(int x, int y) { if (!_water_is_disturbed(x, y)) return; std::ostringstream ostr; ostr << "\n\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">"; ostr << "The strange disturbance means that there's a monster hiding " "under the surface of the shallow water. Other than non-submerged " "monsters, a submerged monster will not be autotargeted when doing " "a ranged attack while there are other, visible targets in sight. " "Of course you can still target it manually if you wish to."; ostr << ""; std::string broken = ostr.str(); linebreak_string2(broken, _get_tutorial_cols()); formatted_string::parse_block(broken, false).display(); } static bool _water_is_disturbed(int x, int y) { int mon_num = mgrd[x][y]; if (mon_num == NON_MONSTER || grd[x][y] != DNGN_SHALLOW_WATER || !see_grid(x, y)) { return (false); } const monsters *mon = &menv[mon_num]; return (!player_monster_visible(mon) && !mons_flies(mon)); } 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); // The monster is (seriously) out of depth. if (you.level_type == LEVEL_DUNGEON && mons_level(mons->type) >= you.your_level + 8) { return (true); } return false; } void tutorial_describe_monster(const monsters *mons) { std::ostringstream ostr; ostr << "\n\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">"; bool dangerous = false; 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"; dangerous = true; } 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"; dangerous = true; } else { // 8 is the default value for the note-taking of OOD monsters. // Since I'm too lazy to come up with any measurement of my own // I'll simply reuse that one. int level_diff = mons_level(mons->type) - (you.your_level + 8); 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"; dangerous = true; } } if (mons->has_ench(ENCH_BERSERK)) { ostr << "A berserking monster is bloodthirsty and fighting madly. " "Such a blood rage makes it particularly dangerous!\n\n"; dangerous = true; } // Monster is highlighted. if (mons_friendly(mons)) { ostr << "Friendly monsters will follow you around and attempt to aid " "you in battle. You can order your allies by talking " "to them."; } else if (dangerous) { if (!Options.tut_explored && mons->foe != MHITYOU) { ostr << "You can easily mark its square as dangerous to avoid " "accidentally entering into its field of view when using " "auto-explore or auto-travel. To do so, enter the level " "map with X and then press Ctrl-X when your " "cursor is hovering over the monster's grid. Doing so will " "mark this grid and all surrounding ones within a radius " "of 8 as \"excluded\" ones that explore or travel modus " "won't enter.\n"; #ifdef USE_TILE ostr << "Upon returning to the main map, you'll even find all " "surrounding grids visibly highlighted."; #endif } else { ostr << "This might be a good time to run away"; if (you.religion == GOD_TROG && !you.duration[DUR_BERSERKER] && !you.duration[DUR_EXHAUSTED] && you.hunger_state >= HS_SATIATED) { ostr << " or apply your Berserk ability"; } ostr << "."; } } 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. Note that you do not have to " "engage every monster you meet. Sometimes, discretion is the " "better part of valour."; } 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. You could use this " "opportunity to sneak up on this monster - or to sneak away."; } ostr << ""; std::string broken = ostr.str(); linebreak_string2(broken, _get_tutorial_cols()); formatted_string::parse_block(broken, false).display(); }