I've also hopefully fixed a bug concerning entry vaults during the tutorial.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1038 c06c8d41-db1a-0410-9941-cceddc491573
Q5SFQO7ANODRI6OXKHPFQ4QWKGQ367S64DPURQW2TWK7ANTYO4NQC 74LQ7JXVLAFSHLI7LCBKFX47CNTYSKGUQSXNX5FCIUIGCC2JTR3QC LIBWXPN6HLJAIGEFJYLOL4HLIUD236U3WM5QPHIZ3DSB4CCUJERAC BIZDHHK5LIO57S5AKHEPJFLWV5DAFKZIKYBGOUNGICSWTX7DCXKAC R22TTMI6WXWULC7ODKFF3QCB7MOTETQQ6IR4BUCUPOCQKQNCTT5AC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC JR2RAQ523LOWNDYJNK6AZVKI6WVMI622PIV72XWOVZYPXPUKSQWAC 77H4BWWPPGLM3PLZH4QTAJRXIZTSDVNCOKZE223I437FN2UJ34RQC WTBQLBYFLQCF3NRAMB4Z2YA4MHYVFYI5YS7FXXBPICY2KCBA63AQC QDTVLBRGHDTRUVT7I3O72K6TMOYAUSAJBZUHGOEFU2RKJNUPWZSQC 5ASC3STDYCNLZFEBN6UTMUCGDETHBR2OCBZCF5VIAZ5RRWLOTDYQC SDLKLUNFGVKDS55DDJZCBAVIB7NL3RRYPTACAY65SCUQKV6APFSAC 43ZTEB57FU7KE5EVMYWZONNVJBZCGF3JEAJZIY25LC4LGE65PG5QC 2GV6OW7P54FXZ5OD2NUMX7MLXH424LYAFMOAUQ2UGSOLKLYDBJGAC MSQI3TH6T62JAXQGLL52QZCWAMC372TGB6ZNNRDGUGMJKBNNV2VAC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC /** Created for Crawl Reference by JPEG on $Date: 2007-01-11$*/#include "AppHdr.h"#include "tutorial.h"#include <cstring>#include "command.h"#include "files.h"#include "itemprop.h"#include "message.h"#include "misc.h"#include "newgame.h"#include "output.h"#include "player.h"#include "religion.h"#include "spl-util.h"#include "stuff.h"#include "view.h"//#define TUTORIAL_DEBUG#define TUTORIAL_VERSION 101int INFO2_SIZE = 500;char info2[500];static std::string tut_debug_list(int event);void save_tutorial( FILE* fp ){writeLong( fp, TUTORIAL_VERSION);writeShort( fp, Options.tutorial_type);for ( unsigned i = 0; i < TUT_EVENTS_NUM; ++i )writeShort( fp, Options.tutorial_events[i] );}void load_tutorial( FILE* fp ){Options.tutorial_left = 0;int version = readLong(fp);Options.tutorial_type = readShort(fp);if (version != TUTORIAL_VERSION)return;for ( long i = 0; i < TUT_EVENTS_NUM; ++i ){Options.tutorial_events[i] = readShort(fp);Options.tutorial_left += Options.tutorial_events[i];}}// override init file definition for some optionsvoid init_tutorial_options(){if (!Options.tutorial_left)return;Options.delay_message_clear = false;Options.auto_list = true;}// tutorial selection screen and choicebool pick_tutorial(){char keyn;bool printed = false;tut_query:if (!printed){clrscr();textcolor( WHITE );cprintf("You must be new here indeed!");cprintf(EOL EOL);textcolor( CYAN );cprintf("You can be:");cprintf(EOL EOL);textcolor( LIGHTGREY );for (int i = 0; i < TUT_TYPES_NUM; i++)print_tutorial_menu(i);textcolor( BROWN );cprintf(EOL "SPACE - Back to class selection; Bksp - Back to race selection"EOL "* - Random tutorial; X - Quit"EOL);printed = true;}keyn = c_getch();if (keyn == '*')keyn = 'a' + random2(TUT_TYPES_NUM);// choose character for tutorial gameif (keyn >= 'a' && keyn <= 'a' + TUT_TYPES_NUM - 1){Options.tutorial_type = keyn - 'a';for (int i = 0; i < TUT_EVENTS_NUM; i++)Options.tutorial_events[i] = 1;Options.tut_explored = 1;Options.tut_stashes = 1;Options.tut_travel = 1;// possibly combine to specialty_counter or somethingOptions.tut_spell_counter = 0;Options.tut_throw_counter = 0;Options.tut_berserk_counter = 0;Options.tut_last_healed = 0;Options.tutorial_left = TUT_EVENTS_NUM;you.species = get_tutorial_species(Options.tutorial_type);you.char_class = get_tutorial_job(Options.tutorial_type);Options.random_pick = true; // random choice of starting spellbookOptions.weapon = WPN_HAND_AXE; // easiest choice for dwarvesreturn true;}if (keyn == CK_BKSP || keyn == ' '){// in this case, undo previous choices// set_startup_options();you.species = 0; you.char_class = JOB_UNKNOWN;Options.race = 0; Options.cls = 0;}switch (keyn){case CK_BKSP:choose_race();break;case ' ':choose_class();break;case 'X':cprintf(EOL "Goodbye!");end(0);break;default:printed = false;goto tut_query;}return false;}void print_tutorial_menu(unsigned int type){char letter = 'a' + type;char desc[100];switch(type){/*case TUT_MELEE_CHAR:strcpy(desc, "(Standard melee oriented character)");break;*/case TUT_BERSERK_CHAR:strcpy(desc, "(Melee oriented character with divine support)");break;case TUT_MAGIC_CHAR:strcpy(desc, "(Magic oriented character)");break;case TUT_RANGER_CHAR:strcpy(desc, "(Ranged fighter)");break;default: // no further choicessnprintf(info, INFO_SIZE, "Error in print_tutorial_menu: type = %d", type);mpr( info );break;}cprintf("%c - %s %s %s" EOL, letter, species_name(get_tutorial_species(type), 1),get_class_name(get_tutorial_job(type)), desc);}unsigned int get_tutorial_species(unsigned int type){switch(type){/*case TUT_MELEE_CHAR:return SP_MOUNTAIN_DWARF;*/case TUT_BERSERK_CHAR:return SP_MINOTAUR;case TUT_MAGIC_CHAR:return SP_DEEP_ELF;case TUT_RANGER_CHAR:return SP_CENTAUR;default: // use something fancy for debuggingreturn SP_KENKU;}}// TO DO: check whether job and species are compatible...unsigned int get_tutorial_job(unsigned int type){switch(type){/*case TUT_MELEE_CHAR:return JOB_FIGHTER;*/case TUT_BERSERK_CHAR:return JOB_BERSERKER;case TUT_MAGIC_CHAR:return JOB_CONJURER;case TUT_RANGER_CHAR:return JOB_HUNTER;default: // use something fancy for debuggingreturn JOB_NECROMANCER;}}static formatted_string formatted_paragraph(std::string text, unsigned int width){std::string result;size_t start = 0, pos = 0, end = 0;for (; end < strlen(text.c_str()); pos = end+1){// get next "word"end = text.find(' ', pos);if ( end >= strlen(text.c_str()) )pos = end;if (end - start >= width || end >= strlen(text.c_str()) ){end = pos;result += text.substr(start, end-start-1);result += EOL;start = pos;}}result += EOL;return formatted_string::parse_string(result);}static formatted_string tut_starting_info(unsigned int width){std::string result; // the entire pagestd::string text; // one paragraphresult += "<magenta>Welcome to Dungeon Crawl!</magenta>" EOL EOL;text += "Your object is to lead a ";snprintf(info, INFO_SIZE, "%s %s ", species_name(get_tutorial_species(Options.tutorial_type), 1),get_class_name(get_tutorial_job(Options.tutorial_type)));text += info2;text += "safely through the depths of the dungeon, retrieving the fabled orb of Zot and ""returning it to the surface. In the beginning, however, let discovery be your ""main goal: try to delve as deep as possible but beware, as death lurks around ""every corner here.";result += formatted_paragraph(text, width);result += "For the moment, just remember the following keys and their functions:" EOL;result += " <white>?</white> - shows the items and the commands" EOL;result += " <white>S</white> - saves the game, to be resumed later (but note that death is permanent)" EOL;result += " <white>x</white> - examine something in your vicinity" EOL EOL;text = "This tutorial will help you playing Crawl without reading any documentation. ""If you feel intrigued, there is more information available in these files ""(all of which can also be read in-game):";result += formatted_paragraph(text,width);result += " <darkgray>readme.txt</darkgray> - A very short guide to Crawl." EOL;result += " <darkgray>manual.txt</darkgray> - This contains all details on races, magic, skills, etc." EOL;result += " <darkgray>crawl_options.txt</darkgray> - Crawl's interface is highly configurable. This document " EOL;result += " explains all the options (which themselves are set in " EOL;result += " the init.txt or .crawlrc files)." EOL;result += EOL;result += "Press <white>Space</white> to proceed to the basics (the screen division and movement)." EOL;result += "Press <white>Esc</white> to fast forward to the game start." EOL EOL;return formatted_string::parse_string(result);}formatted_string tutorial_debug(){std::string result;bool lbreak = false;snprintf(info, INFO2_SIZE, "Tutorial Debug Screen");int i = 39 - strlen(info) / 2;result += std::string(i, ' ');result += "<white>";result += info;result += "</white>" EOL EOL;result += "<darkgray>";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 possibleif (strlen(info) > 39 || lbreak){result += EOL;lbreak = false;}else{result += std::string(39 - strlen(info), ' ');lbreak = true;}}result += "</darkgray>" EOL EOL;snprintf(info, INFO_SIZE, "You are a %s %s, and the tutorial will reflect that.",species_name(get_tutorial_species(Options.tutorial_type), 1),get_class_name(get_tutorial_job(Options.tutorial_type)));result += info;return formatted_string::parse_string(result);}std::string tut_debug_list(int event){switch(event){case TUT_SEEN_FIRST_OBJECT:return "seen first object";case TUT_SEEN_POTION:return "seen first potion";case TUT_SEEN_SCROLL:return "seen first scroll";case TUT_SEEN_WAND:return "seen first wand";case TUT_SEEN_SPBOOK:return "seen first spellbook";case TUT_SEEN_WEAPON:return "seen first weapon";case TUT_SEEN_MISSILES:return "seen first missiles";case TUT_SEEN_ARMOUR:return "seen first armour";case TUT_SEEN_RANDART: // doesn't work for nowreturn "seen first random artefact";case TUT_SEEN_FOOD:return "seen first food";case TUT_SEEN_CARRION:return "seen first corpse";case TUT_SEEN_JEWELLERY:return "seen first jewellery";case TUT_SEEN_MISC:return "seen first misc. item";case TUT_SEEN_MONSTER:return "seen first monster";case TUT_SEEN_STAIRS:return "seen first stairs";case TUT_SEEN_TRAPS:return "encountered a trap";case TUT_SEEN_ALTAR:return "seen an altar";case TUT_SEEN_SHOP:return "seen a shop";case TUT_SEEN_DOOR:return "seen a closed door";case TUT_KILLED_MONSTER:return "killed first monster";case TUT_NEW_LEVEL:return "gained a new level";case TUT_SKILL_RAISE:return "raised a skill";case TUT_YOU_ENCHANTED:return "caught an enchantment";case TUT_YOU_SICK:return "became sick";case TUT_YOU_POISON:return "were poisoned";case TUT_YOU_CURSED:return "had something cursed";case TUT_YOU_HUNGRY:return "felt hungry";case TUT_YOU_STARVING:return "were starving";case TUT_MAKE_CHUNKS:return "learned about chunks";case TUT_MULTI_PICKUP:return "read about pickup menu";case TUT_HEAVY_LOAD:return "were encumbered";case TUT_ROTTEN_FOOD:return "carried rotten food";case TUT_NEED_HEALING:return "needed healing";case TUT_NEED_POISON_HEALING:return "needed healing for poison";case TUT_POSTBERSERK:return "learned about Berserk aftereffects";case TUT_RUN_AWAY:return "were told to run away";case TUT_SHIFT_RUN:return "learned about shift-run";case TUT_MAP_VIEW:return "learned about the level map";/*case TUT_AUTOEXPLORE:return "learned about autoexplore";*/case TUT_DONE_EXPLORE:return "explored a level";case TUT_YOU_MUTATED:return "caught a mutation";case TUT_NEW_ABILITY:return "gained a divine ability";case TUT_WIELD_WEAPON:return "wielded an unsuitable weapon";default:return "faced a bug";}}static formatted_string tutorial_map_intro(){std::string result;result += "<magenta>";result += "What you see here is the typical Crawl screen. The upper left map shows your " EOL;result += "hero as the <white>@<magenta> in the center. The parts of the map you remember but cannot " EOL;result += "currently see, will be greyed out." EOL;result += "</magenta>";result += "[--more-- Press <white>Escape</white> to skip the basics]";return formatted_string::parse_string(result);}static formatted_string tutorial_stats_intro(){std::string result;result += "<magenta>";result += "To the right, important properties of " EOL;result += "the character are displayed. The most " EOL;result += "basic one is your health, measured as " EOL;snprintf(info, INFO_SIZE, "<white>HP: %d/%d<magenta>. ", you.hp, you.hp_max);result += info;if (Options.tutorial_type==TUT_MAGIC_CHAR) result += " ";result += "These are your current out " EOL;result += "of maximum health points. When health " EOL;result += "drops to zero, you die. " EOL;snprintf(info, INFO_SIZE, "<white>Magic: %d/%d<magenta>", you.magic_points, you.max_magic_points);result += info;result += " is your energy for casting " EOL;result += "spells, although more mundane actions " EOL;result += "often draw from Magic, too. " EOL;result += "Further down, <white>Str<magenta>ength, <white>Dex<magenta>terity and " EOL;result += "<white>Int<magenta>elligence are shown and provide an " EOL;result += "all-around account of the character's " EOL;result += "attributes. " EOL;result += "</magenta>";result += " " EOL;result += "[--more-- Press <white>Escape</white> to skip the basics]" EOL;result += " " EOL;result += " " EOL;return formatted_string::parse_string(result);}static formatted_string tutorial_message_intro(){std::string result;result += "<magenta>";result += "This lower part of the screen is reserved for messages. Everything related to " EOL;result += "the tutorial is shown in this colour. If you missed something, previous messages " EOL;result += "can be shown again with <white>Ctrl-P<magenta>. " EOL;result += "</magenta>";result += "[--more-- Press <white>Escape</white> to skip the basics]";return formatted_string::parse_string(result);}static void tutorial_movement_info(){snprintf(info, INFO_SIZE, "To move your character, use the numpad; try Numlock both on and off. If your ");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "system has no number pad, or if you are familiar with the vi keys, movement is ");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "also possible with <w>hjklyubn<magenta>. A basic command list can be found under <w>?<magenta>, and the ");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "most important commands will be explained to you as it becomes necessary. ");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);}// copied from display_mutations and adaptedvoid tut_starting_screen(){int x1, x2, y1, y2;int MAX_INFO = 4;#ifdef TUTORIAL_DEBUGMAX_INFO++;#endifchar ch;for (int i=0; i<=MAX_INFO; i++){x1 = 1; y1 = 1;x2 = 80; y2 = 25;if (i==1 || i==3){y1 = 19; // message window}else if (i==2){x2 = 40; // map windowy2 = 18;}if (i==0)clrscr();gotoxy(x1,y1);if (i==0)tut_starting_info(x2).display();else if (i==1)tutorial_map_intro().display();else if (i==2)tutorial_stats_intro().display();else if (i==3)tutorial_message_intro().display();else if (i==4)tutorial_movement_info();else{#ifdef TUTORIAL_DEBUGclrscr();gotoxy(x1,y1);tutorial_debug().display();#elsecontinue;#endif}ch = c_getch();redraw_screen();if (ch == ESCAPE)break;}// too important to break off early}void tutorial_death_screen(){Options.tutorial_left = 0;mpr( "Welcome to Crawl! Stuff like this happens all the time.", MSGCH_TUTORIAL, 0);mpr( "Okay, that didn't go too well. Maybe you need to change your tactics. Here's one out of several hints:", MSGCH_TUTORIAL);more();int hint = random2(6);switch(hint){case 0:snprintf(info2, INFO2_SIZE, "Remember to use those scrolls, potions or wands you've found. ""Very often, you cannot expect to identify everything with the scroll only. Learn to improvise: ""identify through usage.");mpr(info2, MSGCH_TUTORIAL);break;case 1:snprintf(info2, INFO2_SIZE, "Learn when to run away from things you can't handle - this is important! ""It is often wise to skip a dangerous level. But don't overdo this as monsters will only get harder ""the deeper you get.");mpr(info2, MSGCH_TUTORIAL);break;case 2:// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80snprintf(info, INFO_SIZE, "Rest between encounters. In Crawl, searching and resting are one and the same.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "To search for one turn, press <w>s<magenta>, <w>.<magenta>, <w>delete<magenta> or <w>keypad-5<magenta>. Pressing <w>5<magenta> or");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "<w>shift-and-keypad-5<magenta> will let you rest for a longer time (you will stop resting");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "when fully healed).");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case 3:snprintf(info2, INFO2_SIZE, "Always consider using projectiles before engaging monsters in close combat.");mpr(info2, MSGCH_TUTORIAL);break; // check Options.tut_throw_countercase 4:snprintf(info2, INFO2_SIZE, "If you are badly wounded, you can run away from monsters to buy some time. ""Try losing them in corridors or find a place where you can run around in circles to heal while the ""monster chases you.");mpr(info2, MSGCH_TUTORIAL);break;case 5:snprintf(info2, INFO2_SIZE, "Never fight more than one monster if you can help it. Always back into a ""corridor so that they must fight you one on one.");mpr(info2, MSGCH_TUTORIAL);break;default:snprintf(info2, INFO2_SIZE, "Sorry, no hint this time, although there should have been one.");mpr(info2, MSGCH_TUTORIAL);}more();if (Options.tutorial_type == TUT_MAGIC_CHAR && Options.tut_spell_counter < 10 )mpr( "As a Conjurer your main weapon should be offensive magic. Cast spells more often!", MSGCH_TUTORIAL);else if (Options.tutorial_type == TUT_BERSERK_CHAR && Options.tut_berserk_counter < 1 )mpr( "Also remember to use Berserk when fighting stronger foes.", MSGCH_TUTORIAL);else if (Options.tutorial_type == TUT_RANGER_CHAR && Options.tut_throw_counter < 10 )mpr( "Also remember to use your bow and arrows against distant monsters.", MSGCH_TUTORIAL);mpr( "See you next game!", MSGCH_TUTORIAL);for ( long i = 0; i < TUT_EVENTS_NUM; ++i )Options.tutorial_events[i] = 0;}void tutorial_finished(){Options.tutorial_left = 0;snprintf(info, INFO_SIZE, "That's it for now: For the time being you've learned enough, so we'll let you ");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "find out the rest for yourself. If you haven't already done so you might try a ");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "different tutorial sometime to gain an insight into other aspects of Crawl. ");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "Note that from now on the help screen (<w>?<magenta>) will look a bit different. Let us say");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "goodbye with a playing hint:");mpr(info, MSGCH_TUTORIAL);more();if (Options.tut_explored){snprintf(info, INFO_SIZE, "Walking around and exploring levels gets easier by using auto-explore (<w>Ctrl-O<magenta>).");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);}else if (Options.tut_travel){// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80snprintf(info, INFO_SIZE, "There is a convenient way for travelling between far away dungeon levels: press");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "<w>Ctrl-G<magenta> and enter the desired destination. If your travel gets interrupted,");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "issueing <w>Ctrl-G Enter<magenta> will continue it.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);}else if (Options.tut_stashes){snprintf(info, INFO_SIZE, "To keep an account on the great many items scattered throughout the dungeon,");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "use the <w>Ctrl-F<magenta> command. This lets you find anything that matches the word you");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "entered. For example, <w>Ctrl-F \"knife\"<magenta> will list all places where knives have");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "been seen. Also, by pressing the letter of one the spots, you will be able to");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "travel there automatically. It is even possible to search for dungeon features");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "like <w>\"shop\"<magenta>, <w>\"altar\"<magenta>, or for more general terms like <w>\"blade\"<magenta>. The latter");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "will search for all weapons falling into either the Short Blades or the Long");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "Blades classes.");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "For those familiar with regular expressions: these can be used here as well.");mpr(info, MSGCH_TUTORIAL);}else{switch (random2(2)+3){case 3:snprintf(info, INFO_SIZE, "The game will keep an automated logbook for your characters. Use <w>?:<magenta> to read it.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "You can also enter notes manually with the <w>:<magenta> command. Once your character");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "perishes, two morgue files will be left (look in the <w>/morgue<magenta> directory). The");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "one ending in txt contains a copy of your logbook.");mpr(info, MSGCH_TUTORIAL);break;case 4:snprintf(info, INFO_SIZE, "Crawl has a macro function built in: press <w>~m<magenta> to define a macro by first");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "specifying a trigger key (say, <w>F<magenta>) and a command sequence. So, for example");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "<w>~mFZa+.<magenta> will make the <w>F<magenta> key always zap the spell in slot a on the nearest");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "monster. Do not overwrite crucial commands! The functions keys F1-F12 are");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "generally safe. The <w>~<magenta> also lets you define keybindings. These are useful when");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "some keys do not work as expected on your system. In addition, you can define");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "macro-type sequences for the level map or targeting modes only.");mpr(info, MSGCH_TUTORIAL);break;/*case 5:snprintf(info2, INFO2_SIZE, "You can use the <w>{<magenta> command to inscribe some words on one of your items. ""Besides general item-related notes, there are some further functions for this: inscribing <w>@w1<magenta> on a weapon ""lets you wield it with <w>w1<magenta>, regardless of the inventory letter (<w>1<magenta> can be replaced by any digit and <w>w<magenta> ""could be any action key or <w>*<magenta>, meaning all actions). Inscribing <w>!d<magenta> will ask you before dropping the item.");break;case 6:snprintf(info2, INFO2_SIZE, "The interface can be greatly customised. All options are explained in the file ""<w>crawl_options.txt<magenta> which should be in the <w>/docs<magenta> directory. The options are set in <w>init.txt<magenta> or <w>white .crawlrc<magenta>. ""Crawl will complain when it can't find either.\n""Options of the yes/no (or true/false) type appear the opposite of their default, e.g. <w>\"#show_turns = false\"<magenta>. ""Just removing the comment sign <w><magenta> will change the behaviour of such options. Other options require numbers/words as ""arguments - read the doc file for these.");break;*/default:snprintf(info2, INFO2_SIZE, "Oops... No hint for now. Better luck next time!");}}mpr("Have a crunchy Crawling!", MSGCH_TUTORIAL, 0);more();Options.tutorial_left = 0;for ( long i = 0; i < TUT_EVENTS_NUM; ++i )Options.tutorial_events[i] = 0;}void tutorial_prayer_reminder(){if (Options.tut_just_triggered)return;if (coinflip()){// always would be too annoyingsnprintf(info, INFO_SIZE, "Remember to <w>p<magenta>ray before battle, so as to dedicate your kills to %s. ", god_name(you.religion));formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "Should the monster leave a corpse, consider <w>D<magenta>issecting it as a sacrifice to");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "%s, as well.", god_name(you.religion));mpr(info, MSGCH_TUTORIAL);}}void tutorial_healing_reminder(){if (you.poisoning){if (Options.tutorial_events[TUT_NEED_POISON_HEALING])learned_something_new(TUT_NEED_POISON_HEALING);}else{if (Options.tutorial_events[TUT_NEED_HEALING])learned_something_new(TUT_NEED_HEALING);else if (you.num_turns - Options.tut_last_healed >= 50 && !you.poisoning){if (Options.tut_just_triggered)return;snprintf(info, INFO_SIZE, "Remember to rest between fights and to enter unexplored terrain with full");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "hitpoints and/or magic. To do this, press <w>5<magenta>.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);}Options.tut_last_healed = you.num_turns;}}void taken_new_item(unsigned char item_type){/*if (Options.tutorial_events[TUT_SEEN_FIRST_OBJECT])learned_something_new(TUT_SEEN_FIRST_OBJECT);*/switch(item_type){case OBJ_WANDS:learned_something_new(TUT_SEEN_WAND);break;case OBJ_SCROLLS:learned_something_new(TUT_SEEN_SCROLL);break;case OBJ_JEWELLERY:learned_something_new(TUT_SEEN_JEWELLERY);break;case OBJ_POTIONS:learned_something_new(TUT_SEEN_POTION);break;case OBJ_BOOKS:learned_something_new(TUT_SEEN_SPBOOK);break;case OBJ_FOOD:learned_something_new(TUT_SEEN_FOOD);break;case OBJ_CORPSES:learned_something_new(TUT_SEEN_CARRION);break;case OBJ_WEAPONS:learned_something_new(TUT_SEEN_WEAPON);break;case OBJ_ARMOUR:learned_something_new(TUT_SEEN_ARMOUR);break;case OBJ_MISSILES:learned_something_new(TUT_SEEN_MISSILES);break;case OBJ_STAVES:case OBJ_MISCELLANY:learned_something_new(TUT_SEEN_MISC);break;default: /* nothing to be done */return;}}void tutorial_first_monster(monsters mon){if (!Options.tutorial_events[TUT_SEEN_MONSTER])return;std::string help = "<magenta>That ";formatted_string st = formatted_string::parse_string(help);st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL));st.formatted_string::add_glyph(&mon);help = " is a monster, usually depicted by letters, e.g. typical early monsters ";st += formatted_string::parse_string(help);formatted_mpr(st, MSGCH_TUTORIAL);learned_something_new(TUT_SEEN_MONSTER);}void tutorial_first_item(item_def item){if (!Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] || Options.tut_just_triggered)return;std::string help = "<magenta>That ";formatted_string st = formatted_string::parse_string(help);st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL));st.formatted_string::add_glyph(&item);help = " is an item. If you move to this spot and press <w>g<magenta> or <w>,<magenta> you can pick it up.";st += formatted_string::parse_string(help);formatted_mpr(st, MSGCH_TUTORIAL);learned_something_new(TUT_SEEN_FIRST_OBJECT);}void learned_something_new(unsigned int seen_what, int x, int y){// already learned about thatif (!Options.tutorial_events[seen_what])return;// don't trigger twice in the same turnif (Options.tut_just_triggered && seen_what != TUT_SEEN_MONSTER)return;// If seeing something right at game start wait for input/* if (!you.num_turns && !you.turn_is_over && getch() == 0)getch();*/switch(seen_what){case TUT_SEEN_FIRST_OBJECT:// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80snprintf(info, INFO_SIZE, "Generally, items are shown by non-letter symbols like <w>%%?!\"=()[<magenta>. Once picked up,");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "you can drop it again with <w>d<magenta>. Depending on the current options, several types of");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "objects will be picked up automatically.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_SEEN_POTION:snprintf(info, INFO_SIZE, "You have picked up your first potion ('<w>!<magenta>'). Use <w>q<magenta> to quaff (drink) it.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_SEEN_SCROLL:snprintf(info, INFO_SIZE, "You have picked up your first scroll ('<w>?<magenta>'). Type <w>r<magenta> to read it.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_SEEN_WAND:snprintf(info, INFO_SIZE, "You have picked up your first wand ('<w>/<magenta>'). Type <w>z<magenta> to zap it.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_SEEN_SPBOOK:snprintf(info, INFO_SIZE, "You have picked up a spellbook ('<w>+<magenta>' or '<w>:<magenta>'). You can read it by typing <w>r<magenta>,");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "memorise spells via <w>M<magenta> and cast a memorised spell with <w>Z<magenta>.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);if (you.skills[SK_SPELLCASTING]){snprintf(info, INFO_SIZE, "However, for now you will be unable to do so. First your mind has to become");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "accustomed to using magic by reading lots of scrolls.");mpr(info, MSGCH_TUTORIAL);}break;case TUT_SEEN_WEAPON:snprintf(info, INFO_SIZE, "This is the first weapon ('<w>(<magenta>') you've picked up. Use <w>w<magenta> to wield it, but be");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "aware that this weapon might use a different skill from the one you've been");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "training with your current one. You can use <w>v<magenta> (followed by the weapon's letter)");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "to find out about that and other extras the weapon might have. To take a look at");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "your skills, press <w>m<magenta>.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_SEEN_MISSILES:snprintf(info, INFO_SIZE, "This is the first stack of missiles ('<w>)<magenta>') you've picked up. Darts can be thrown");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "by hand, but other missile types like arrows and needles require a launcher (and");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "training in using it) to be really effective. <w>v<magenta> gives more information about");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "both missiles and launcher.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);if (Options.tutorial_type == TUT_RANGER_CHAR){snprintf(info, INFO_SIZE, "As you're already trained in Bows you should stick with arrows and collect more of them in the dungeon.");}else if (Options.tutorial_type == TUT_MAGIC_CHAR){snprintf(info2, INFO2_SIZE, "However, as a spellslinger you don't really need another type of ranged attack, unless there's another effect in addition to damage.");}else{snprintf(info2, INFO2_SIZE, "For now you might be best off with sticking to darts or stones for ranged attacks.");}mpr(info2, MSGCH_TUTORIAL, 1);break;case TUT_SEEN_ARMOUR:snprintf(info, INFO_SIZE, "This is the first piece of armour ('<w>[<magenta>') you've picked up. Use <w>W<magenta> to wear it and");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "<w>T<magenta> to take it off again. You can also use <w>v<magenta> (followed by the armour's letter)");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "to get some information about it.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);if (you.species == SP_CENTAUR){snprintf( info, INFO_SIZE, "Note that as a %s, you will be unable to wear boots.", species_name(you.species, 1) );mpr(info, MSGCH_TUTORIAL);}else if (you.species == SP_MINOTAUR){snprintf( info, INFO_SIZE, "Note that as a %s, you will be unable to wear helmets.", species_name(you.species, 1) );mpr(info, MSGCH_TUTORIAL);}break;case TUT_SEEN_RANDART:snprintf(info, INFO_SIZE, "Weapons and armour that have descriptions like this are more likely to be of higher""enchantment or have special properties, good or bad.");mpr(info, MSGCH_TUTORIAL);break;case TUT_SEEN_FOOD:snprintf(info, INFO_SIZE, "You have picked up some food ('<w>%%<magenta>'). You can eat it by typing <w>e<magenta>.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_SEEN_CARRION:snprintf(info, INFO_SIZE, "You have picked up a corpse ('<w>%%<magenta>'). You can dissect it with <w>D<magenta> - it needs to be");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "on the ground for that to work, though - and <w>e<magenta>at the resulting chunks (though");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "they may not be healthy). During prayer you can offer corpses to your god by dissecting them, as well.");mpr(info, MSGCH_TUTORIAL);break;case TUT_SEEN_JEWELLERY:snprintf(info, INFO_SIZE, "You have picked up a a piece of jewellery, either a ring ('<w>=<magenta>') or an amulet");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "an amulet ('<w>\"<magenta>'). Type <w>P<magenta> to put it on and <w>R<magenta> to remove it. You can also use <w>v<magenta>");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "(followed by the appropriate letter) to get some information about it.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_SEEN_MISC:snprintf(info, INFO_SIZE, "This is a strange object. You can play around with it to find out what it does");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "by <w>w<magenta>ielding and <w>E<magenta>voking it.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_SEEN_MONSTER:// snprintf(info, INFO_SIZE, "The %s is a monster, usually depicted by letters, e.g. typical early monsters are", st.c_str());snprintf(info, INFO_SIZE, "are <brown>r<magenta>, <w>g<magenta>, <lightgray>b<magenta> or <brown>K<magenta>. You can gain some information about it by pressing <w>x<magenta>, moving");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "the cursor on the monster and then pressing <w>v<magenta>. To attack it with your current");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "weapon, simply move into it.");mpr(info, MSGCH_TUTORIAL);if (Options.tutorial_type == TUT_RANGER_CHAR){more();snprintf(info, INFO_SIZE, "However, as a hunter you might want to deal with it using your bow. Do this");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "with the following keypresses: <w>wbf+.<magenta> Here, <w>wb<magenta> wields the bow, <w>f<magenta> fires");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "appropriate ammunition (your arrows) and enters targeting mode. A very simple");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "way to aim is by pressing <w>+<magenta> and <w>-<magenta> until you target the proper monster. Finally,");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "<w>.<magenta> or <w>Enter<magenta> will fire. If you miss, <w>ff<magenta> will fire at the previous target.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);}else if (Options.tutorial_type == TUT_MAGIC_CHAR){more();snprintf(info, INFO_SIZE, "However, as a conjurer you might want to deal with it using magic. Do this");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "with the following key presses: <w>Za+.<magenta> Here, <w>Za<magenta> zaps the first spell you know,");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "%s, and enters targeting mode. A very simple way to aim is by ", spell_title(get_spell_by_letter('a')));formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "pressing <w>+<magenta> and <w>-<magenta> until you target the proper monster. Finally, fire by pressing");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "<w>.<magenta> or <w>Enter<magenta>. If you miss, <w>Zap<magenta> will fire at the previous target.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);}break;case TUT_SEEN_STAIRS:snprintf(info, INFO_SIZE, "These are some downstairs. You can enter the next (deeper) level by following");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "them down (<w>><magenta>). To get back to this level again, press <w><<<magenta> while standing on the");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "upstairs.");mpr(info, MSGCH_TUTORIAL);break;case TUT_SEEN_TRAPS:snprintf(info, INFO_SIZE, "Oops... you just entered a trap. An unwary adventurer will occasionally stumble");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "into one of these nasty constructions depicted by <w>^<magenta>. They can do physical");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "damage (with darts or needles, for example) or have other, more magical ""effects, e.g. teleportation.");mpr(info, MSGCH_TUTORIAL);break;case TUT_SEEN_ALTAR:snprintf(info, INFO_SIZE, "The <w>_<magenta> is an altar. You can get information about it or join this god by pressing");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "<w>p<magenta> while standing on the square. Don't worry: You'll be asked for confirmation!");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_SEEN_SHOP:snprintf(info, INFO_SIZE, "The <w>%c<magenta> is a shop. You can enter it same as you would a new level, by typing <w><<<magenta>.", get_screen_glyph(x,y));formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_SEEN_DOOR:snprintf(info, INFO_SIZE, "The <w>%c<magenta> is a closed door. You can open it by walking into it.", get_screen_glyph(x,y));formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "Sometimes it is useful to close a door. Do so by pressing <w>c<magenta>, followed by the");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "direction.");mpr(info, MSGCH_TUTORIAL);break;case TUT_KILLED_MONSTER:snprintf(info, INFO_SIZE, "Congratulations, your character just gained some experience by killing this ""monster! By taking actions, certain skills will be trained and become better.");mpr(info, MSGCH_TUTORIAL);if (/*Options.tutorial_type == TUT_MELEE_CHAR ||*/ Options.tutorial_type == TUT_BERSERK_CHAR)snprintf(info, INFO_SIZE, "For example, killing monsters in melee battle will raise your Axes and Fighting skills.");else if (Options.tutorial_type == TUT_RANGER_CHAR)snprintf(info, INFO_SIZE, "For example, killing monsters using bow and arrows will raise your Bows and Ranged Combat skills.");else //if (Options.tutorial_type == TUT_MAGIC_CHAR)snprintf(info, INFO_SIZE, "For example, killing monsters with offensive magic will raise your Conjurations" "and Spellcasting skills.");mpr(info, MSGCH_TUTORIAL);if (you.religion != GOD_NO_GOD){snprintf(info, INFO_SIZE, "To dedicate your kills to %s, pray (<w>p<magenta>) before battle. ", god_name(you.religion));formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "Not all gods will be equally pleased at doing this, nor will they accept every kill.");mpr(info, MSGCH_TUTORIAL);}break;case TUT_NEW_LEVEL:snprintf(info2, INFO2_SIZE, "Well done! Reaching a new experience level is always a nice event: ""you get more health and magic points, and occasionally increases to your attributes ""(strength, dexterity, intelligence).");mpr(info2, MSGCH_TUTORIAL);if (Options.tutorial_type == TUT_MAGIC_CHAR){snprintf(info, INFO_SIZE, "New experience levels will let you learn more spells (the Spellcasting skill");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "also does this). For now, you should try to memorise the second spell of your");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "starting book with <w>M<magenta>, the letter of the book, and <w>b<magenta>. Once learnt, you can zap");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "it with <w>Zb<magenta>.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);}break;case TUT_SKILL_RAISE:snprintf(info, INFO_SIZE, "One of your skills just got raised. Type <w>m<magenta> to take a look at your skills screen.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_YOU_ENCHANTED:snprintf(info, INFO_SIZE, "Enchantments of all types can befall you temporarily. Abbreviated signalisation");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "appears at the lower end of the stats area. Press <w>@<magenta> for more details. A list of");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "all possible enchantments is given in the manual.");mpr(info, MSGCH_TUTORIAL);break;case TUT_YOU_SICK:learned_something_new(TUT_YOU_ENCHANTED);snprintf(info, INFO_SIZE, "Sometimes corpses become spoiled or inedible, resulting in sickness. Also, some");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "monsters' flesh is less palatable than others'. While sick, your hitpoints will");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "not regenerate, and sickness often takes a toll on your body. It wears off with");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "time (wait with <w>5<magenta>) or, if you've got the means, you could heal yourself.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_YOU_POISON:learned_something_new(TUT_YOU_ENCHANTED);snprintf(info, INFO_SIZE, "Poison will slowly reduce your hp. It wears off with time (wait with <w>5<magenta>) or, if");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "you've got the means, you could heal yourself.");mpr(info, MSGCH_TUTORIAL);break;case TUT_YOU_CURSED:snprintf(info2, INFO2_SIZE, "Curses are comparatively harmless but they do mean that you cannot remove cursed ""equipment and will have to suffer the (possibly) bad effects until you find and read a scroll to remove the curse.");mpr(info2, MSGCH_TUTORIAL);break;case TUT_YOU_HUNGRY:snprintf(info, INFO_SIZE, "There are two ways to overcome hunger: food rations you started with or found,");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "and selfmade food from corpses. To get the latter, all you need to do is chop");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "up a corpse, that is, <w>D<magenta>issect it while standing on the corpse in question. You");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "need to wield a sharp weapon to do that. Your starting weapon will do nicely.");mpr(info, MSGCH_TUTORIAL);break;case TUT_YOU_STARVING:snprintf(info, INFO_SIZE, "You are now suffering from terrible hunger. You'll need to <w>e<magenta>at something");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "quickly, or you'll starve. The safest way to deal with this is to simply eat something from");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "your inventory rather than wait for a monster to leave a corpse.");mpr(info, MSGCH_TUTORIAL);break;case TUT_MULTI_PICKUP:snprintf(info, INFO_SIZE, "There's a more comfortable way to pick up several items at the same time. If");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "you press <w>,<magenta> or <w>g<magenta> twice you can choose items from a menu. This takes");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "less keystrokes but has no influence on the number of turns needed. Multi-pickup will be");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "interrupted by a monster attacking you or similar potentially dangerous events.");mpr(info, MSGCH_TUTORIAL);break;case TUT_HEAVY_LOAD:if (you.burden_state != BS_UNENCUMBERED)snprintf(info, INFO_SIZE, "It is not usually a good idea to run around encumbered; it slows you down and increases your hunger.");elsesnprintf(info, INFO_SIZE, "Sadly, your inventory is limited to 52 items, and it appears your knapsack is full.");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "However, this is easy enough to rectify: simply <w>d<magenta>rop some of the stuff you");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "don't need or that's too heavy to lug around permanently.");mpr(info, MSGCH_TUTORIAL);break;case TUT_ROTTEN_FOOD:snprintf(info, INFO_SIZE, "One or more of the chunks or corpses you carry has started to rot. Few races");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "can digest these safely, so you might just as well <w>d<magenta>rop them now.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);if (you.religion == GOD_TROG || you.religion == GOD_MAKHLEB || you.religion == GOD_OKAWARU){snprintf(info, INFO_SIZE, "Also, if it is a rotting corpse you carry now might be a good time to <w>d<magenta>rop");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "and <w>D<magenta>issect it during prayer (<w>p<magenta>) as an offer to %s.", god_name(you.religion));formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);}break;case TUT_MAKE_CHUNKS:snprintf(info, INFO_SIZE, "How lucky! You just killed a monster which left a corpse. Standing over the");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "corpse, you can press <w>D<magenta> to dissect it. One or more chunks will appear, which");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "can be eaten with <w>e<magenta>.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "Be warned that not all chunks are edible, some never, others only sometimes. Only experience will ""help you, here. But remember that you are what you eat.");mpr(info, MSGCH_TUTORIAL);if (you.duration[DUR_PRAYER] &&(you.religion == GOD_OKAWARU || you.religion == GOD_MAKHLEB || you.religion == GOD_TROG || you.religion == GOD_ELYVILON)){snprintf(info, INFO_SIZE, "Note that doing this while praying will instead sacrifice it to %s.", god_name(you.religion));mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "You can figure out your god's opinion about this with <w>^<magenta>.)");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);}break;case TUT_SHIFT_RUN:snprintf(info, INFO_SIZE, "Walking around takes less keystrokes if you press <w>Shift<magenta> while moving. That will");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "let you run into the specified direction until a monster comes into sight or your character ""sees something interesting. Shift-running does not reduce the number of turns needed to move.");mpr(info, MSGCH_TUTORIAL);break;case TUT_MAP_VIEW:snprintf(info, INFO_SIZE, "As you explore more and more of a level, orientation becomes rather difficult.");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "Here the map overview comes in handy: Press <w>X<magenta> to see a much larger portion of");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "the map. You can easily return to the main screen with a number of keys. If you");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "move your cursor while on the level map and then press <w>.<magenta> your character will");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "attempt to move there on his own. Travel will be interrupted by monsters");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "stepping into sight, but can be resumed by pressing <w>X.<magenta> once more. Also, <w><<<magenta> and <w>><magenta>");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "can be used as shortcuts for cycling through the known staircases.");mpr(info, MSGCH_TUTORIAL);break;/*case TUT_AUTOEXPLORE:snprintf(info2, INFO2_SIZE, "Exploration of a level gets even easier by another shortcut command: <w>Ctrl-O<magenta> will automatically move towards the ""nearest unexplored part of the map, but stop whenever you find something interesting or a monster moves into sight.");break;*/case TUT_DONE_EXPLORE:snprintf(info, INFO_SIZE, "You have explored the dungeon on this level. Search for some downstairs, which");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "look like this: '<w>><magenta>'. In order to descend, press <w>><magenta> when standing on such a");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "staircase.");mpr(info, MSGCH_TUTORIAL);if (Options.tutorial_events[TUT_SEEN_STAIRS]){snprintf(info, INFO_SIZE, "In rare cases, you may have found no downstairs at all. Try searching for");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "secret doors in suspicious looking spots; use <w>s<magenta>, <w>.<magenta> or <w>5<magenta> to do so.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);}else{snprintf(info, INFO_SIZE, "Each level of Crawl has at least three up and three down stairs. If you've");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "encountered less than that, you've explored only part of this level. The rest");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "may be accessible via another level or through secret doors. To find the");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "latter, try searching the walls with <w>s<magenta>, <w>.<magenta> (search for one turn) or <w>5<magenta> (search");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "longer).");mpr(info, MSGCH_TUTORIAL);}break;case TUT_NEED_HEALING:snprintf(info, INFO_SIZE, "If you're low on hitpoints or magic and there's no urgent need to move, you can");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "rest for a bit. Press <w>5<magenta> or <w>shift-numpad-5<magenta> to do so.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_NEED_POISON_HEALING:// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80snprintf(info, INFO_SIZE, "Your poisoning could easily kill you, so now would be a good time to <w>q<magenta>uaff a");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "potion of heal wounds, or better yet, a potion of healing. If you haven't seen");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "one of these so far, try unknown ones in your inventory. Good luck!");mpr(info, MSGCH_TUTORIAL);break;case TUT_POSTBERSERK:snprintf(info, INFO_SIZE, "Berserking is extremely exhausting! It burns a lot of nutrition, and afterwards");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "you are slowed down and occasionally even pass out.");mpr(info, MSGCH_TUTORIAL);break;case TUT_RUN_AWAY:snprintf(info2, INFO2_SIZE, "Sometimes, when you've got only few hitpoints left and you're in danger of dying, retreat might be ""the best option. %sTry to shake off any monster following you by leading them through corridors, or once there's some space between you ""and your pursuer, change levels.", (you.species == SP_CENTAUR ? "As a four-legged centaur you are particularly well equipped ""for doing so. " : "") );mpr(info2, MSGCH_TUTORIAL);if (Options.tutorial_type == TUT_BERSERK_CHAR && !you.berserker){snprintf(info, INFO_SIZE, "Also, with %s's support you can use your Berserk ability (<w>a<magenta>) to ", god_name(you.religion));formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "temporarily gain more hitpoints and greater strength. Be warned that going into");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "a frenzy like that also has its drawbacks.");mpr(info, MSGCH_TUTORIAL);}break;case TUT_YOU_MUTATED:snprintf(info2, INFO_SIZE, "Mutations can be obtained from several sources, among them potions of ""mutations, spell miscasts, and overuse of strong enchantments like Haste or ""Invisibility. The only reliable way to get rid of mutations is with potions of ""cure mutation. Almost all mutations occur in three degrees. There are about as ""many harmful as beneficial mutations.");mpr(info2, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "To have a look at your mutations press <w>A<magenta>.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);break;case TUT_NEW_ABILITY:snprintf(info, INFO_SIZE, "You just gained a new ability. Press <w>a<magenta> to take a look at your abilities or use");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "one of them.");mpr(info, MSGCH_TUTORIAL);break;case TUT_WIELD_WEAPON:snprintf(info, INFO_SIZE, "You might want to <w>w<magenta>ield a more suitable implement when attacking monsters.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);if (item_cursed( you.inv[ you.equip[EQ_WEAPON] ] )){snprintf(info, INFO_SIZE, "To get rid of the curse you need to read a scroll of remove curse or enchant weapon.");mpr(info, MSGCH_TUTORIAL);}else if (Options.tutorial_type == TUT_RANGER_CHAR && you.inv[ you.equip[EQ_WEAPON] ].sub_type == WPN_BOW){// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80snprintf(info, INFO_SIZE, "You can easily switch between your primary (a) and secondary (b) weapon by ");mpr(info, MSGCH_TUTORIAL);snprintf(info, INFO_SIZE, "pressing <w>'<magenta>.");formatted_mpr(formatted_string::parse_string(info), MSGCH_TUTORIAL);}break;default:// 1 5 10 5 20 5 30 5 40 5 50 5 60 5 70 5 80snprintf(info, INFO_SIZE, "You've found something new (but I don't know what)!");mpr(info, MSGCH_TUTORIAL);}more();Options.tut_just_triggered = true;Options.tutorial_events[seen_what] = 0;Options.tutorial_left--;// there are so many triggers out there, chances that all will be called are small/* if (Options.tutorial_left < 10)tutorial_finished(); */}
/** Created for Crawl Reference by JPEG on $Date: 2007-01-11$*/#include "AppHdr.h"#include "tutorial.h"#include <cstring>#include "command.h"#include "files.h"#include "itemprop.h"#include "menu.h"#include "message.h"#include "misc.h"#include "newgame.h"#include "output.h"#include "player.h"#include "religion.h"#include "spl-util.h"#include "stuff.h"#include "view.h"//#define TUTORIAL_DEBUG#define TUTORIAL_VERSION 101int INFO2_SIZE = 500;char info2[500];static std::string tut_debug_list(int event);void save_tutorial( FILE* fp ){writeLong( fp, TUTORIAL_VERSION);writeShort( fp, Options.tutorial_type);for ( unsigned i = 0; i < TUT_EVENTS_NUM; ++i )writeShort( fp, Options.tutorial_events[i] );}void load_tutorial( FILE* fp ){Options.tutorial_left = 0;int version = readLong(fp);Options.tutorial_type = readShort(fp);if (version != TUTORIAL_VERSION)return;for ( long i = 0; i < TUT_EVENTS_NUM; ++i ){Options.tutorial_events[i] = readShort(fp);Options.tutorial_left += Options.tutorial_events[i];}}// override init file definition for some optionsvoid init_tutorial_options(){if (!Options.tutorial_left) {mpr("return from tutorial check");return;}Options.delay_message_clear = false;Options.auto_list = true;}// tutorial selection screen and choicebool pick_tutorial(){char keyn;bool printed = false;tut_query:if (!printed){clrscr();textcolor( WHITE );cprintf("You must be new here indeed!");cprintf(EOL EOL);textcolor( CYAN );cprintf("You can be:");cprintf(EOL EOL);textcolor( LIGHTGREY );for (int i = 0; i < TUT_TYPES_NUM; i++)print_tutorial_menu(i);textcolor( BROWN );cprintf(EOL "SPACE - Back to class selection; Bksp - Back to race selection; X - Quit"EOL "* - Random tutorial"EOL);printed = true;}keyn = c_getch();if (keyn == '*')keyn = 'a' + random2(TUT_TYPES_NUM);// choose character for tutorial gameif (keyn >= 'a' && keyn <= 'a' + TUT_TYPES_NUM - 1){Options.tutorial_type = keyn - 'a';for (int i = 0; i < TUT_EVENTS_NUM; i++)Options.tutorial_events[i] = 1;Options.tut_explored = 1;Options.tut_stashes = 1;Options.tut_travel = 1;// possibly combine to specialty_counter or somethingOptions.tut_spell_counter = 0;Options.tut_throw_counter = 0;Options.tut_berserk_counter = 0;Options.tut_melee_counter = 0;Options.tut_last_healed = 0;Options.tutorial_left = TUT_EVENTS_NUM;you.species = get_tutorial_species(Options.tutorial_type);you.char_class = get_tutorial_job(Options.tutorial_type);Options.random_pick = true; // random choice of starting spellbookOptions.weapon = WPN_HAND_AXE; // easiest choice for dwarvesreturn true;}if (keyn == CK_BKSP || keyn == ' '){// in this case, undo previous choices// set_startup_options();you.species = 0; you.char_class = JOB_UNKNOWN;Options.race = 0; Options.cls = 0;}switch (keyn){case CK_BKSP:choose_race();break;case ' ':choose_class();break;case 'X':cprintf(EOL "Goodbye!");end(0);break;default:printed = false;goto tut_query;}return false;}void print_tutorial_menu(unsigned int type){char letter = 'a' + type;char desc[100];switch(type){/*case TUT_MELEE_CHAR:strcpy(desc, "(Standard melee oriented character)");break;*/case TUT_BERSERK_CHAR:strcpy(desc, "(Melee oriented character with divine support)");break;case TUT_MAGIC_CHAR:strcpy(desc, "(Magic oriented character)");break;case TUT_RANGER_CHAR:strcpy(desc, "(Ranged fighter)");break;default: // no further choicessnprintf(info, INFO_SIZE, "Error in print_tutorial_menu: type = %d", type);mpr( info );break;}cprintf("%c - %s %s %s" EOL, letter, species_name(get_tutorial_species(type), 1),get_class_name(get_tutorial_job(type)), desc);}unsigned int get_tutorial_species(unsigned int type){switch(type){/*case TUT_MELEE_CHAR:return SP_MOUNTAIN_DWARF;*/case TUT_BERSERK_CHAR:return SP_MINOTAUR;case TUT_MAGIC_CHAR:return SP_DEEP_ELF;case TUT_RANGER_CHAR:return SP_CENTAUR;default: // use something fancy for debuggingreturn SP_KENKU;}}// TO DO: check whether job and species are compatible...unsigned int get_tutorial_job(unsigned int type){switch(type){/*case TUT_MELEE_CHAR:return JOB_FIGHTER;*/case TUT_BERSERK_CHAR:return JOB_BERSERKER;case TUT_MAGIC_CHAR:return JOB_CONJURER;case TUT_RANGER_CHAR:return JOB_HUNTER;default: // use something fancy for debuggingreturn JOB_NECROMANCER;}}static formatted_string formatted_paragraph(std::string text, unsigned int width){std::string result;size_t start = 0, pos = 0, end = 0;for (; end < strlen(text.c_str()); pos = end+1){// get next "word"end = text.find(' ', pos);if ( end >= strlen(text.c_str()) )pos = end;if (end - start >= width || end >= strlen(text.c_str()) ){end = pos;result += text.substr(start, end-start-1);result += EOL;start = pos;}}result += EOL;return formatted_string::parse_string(result);}static formatted_string tut_starting_info(unsigned int width){std::string result; // the entire pagestd::string text; // one paragraphresult += "<white>Welcome to Dungeon Crawl!</white>" EOL EOL;text += "Your object is to lead a ";snprintf(info, INFO_SIZE, "%s %s ", species_name(get_tutorial_species(Options.tutorial_type), 1),get_class_name(get_tutorial_job(Options.tutorial_type)));text += info2;text += "safely through the depths of the dungeon, retrieving the fabled orb of Zot and ""returning it to the surface. In the beginning, however, let discovery be your ""main goal: try to delve as deep as possible but beware, as death lurks around ""every corner here.";result += formatted_paragraph(text, width);result += "For the moment, just remember the following keys and their functions:" EOL;result += " <white>?</white> - shows the items and the commands" EOL;result += " <white>S</white> - saves the game, to be resumed later (but note that death is permanent)" EOL;result += " <white>x</white> - examine something in your vicinity" EOL EOL;text = "This tutorial will help you playing Crawl without reading any documentation. ""If you feel intrigued, there is more information available in these files ""(all of which can also be read in-game):";result += formatted_paragraph(text,width);result += " <darkgray>readme.txt</darkgray> - A very short guide to Crawl." EOL;result += " <darkgray>manual.txt</darkgray> - This contains all details on races, magic, skills, etc." EOL;result += " <darkgray>crawl_options.txt</darkgray> - Crawl's interface is highly configurable. This document " EOL;result += " explains all the options (which themselves are set in " EOL;result += " the init.txt or .crawlrc files)." EOL;result += EOL;result += "Press <white>Space</white> to proceed to the basics (the screen division and movement)." EOL;result += "Press <white>Esc</white> to fast forward to the game start." EOL EOL;return formatted_string::parse_string(result);}formatted_string tutorial_debug(){std::string result;bool lbreak = false;snprintf(info, INFO2_SIZE, "Tutorial Debug Screen");int i = 39 - strlen(info) / 2;result += std::string(i, ' ');result += "<white>";result += info;result += "</white>" EOL EOL;result += "<darkgray>";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 possibleif (strlen(info) > 39 || lbreak){result += EOL;lbreak = false;}else{result += std::string(39 - strlen(info), ' ');lbreak = true;}}result += "</darkgray>" EOL EOL;snprintf(info, INFO_SIZE, "tutorial_left: %d\n", Options.tutorial_left);result += info;result += EOL;snprintf(info, INFO_SIZE, "You are a %s %s, and the tutorial will reflect that.",species_name(get_tutorial_species(Options.tutorial_type), 1),get_class_name(get_tutorial_job(Options.tutorial_type)));result += info;return formatted_string::parse_string(result);}std::string tut_debug_list(int event){switch(event){case TUT_SEEN_FIRST_OBJECT:return "seen first object";case TUT_SEEN_POTION:return "seen first potion";case TUT_SEEN_SCROLL:return "seen first scroll";case TUT_SEEN_WAND:return "seen first wand";case TUT_SEEN_SPBOOK:return "seen first spellbook";case TUT_SEEN_WEAPON:return "seen first weapon";case TUT_SEEN_MISSILES:return "seen first missiles";case TUT_SEEN_ARMOUR:return "seen first armour";case TUT_SEEN_RANDART: // doesn't work for nowreturn "seen first random artefact";case TUT_SEEN_FOOD:return "seen first food";case TUT_SEEN_CARRION:return "seen first corpse";case TUT_SEEN_JEWELLERY:return "seen first jewellery";case TUT_SEEN_MISC:return "seen first misc. item";case TUT_SEEN_MONSTER:return "seen first monster";case TUT_SEEN_STAIRS:return "seen first stairs";case TUT_SEEN_TRAPS:return "encountered a trap";case TUT_SEEN_ALTAR:return "seen an altar";case TUT_SEEN_SHOP:return "seen a shop";case TUT_SEEN_DOOR:return "seen a closed door";case TUT_KILLED_MONSTER:return "killed first monster";case TUT_NEW_LEVEL:return "gained a new level";case TUT_SKILL_RAISE:return "raised a skill";case TUT_YOU_ENCHANTED:return "caught an enchantment";case TUT_YOU_SICK:return "became sick";case TUT_YOU_POISON:return "were poisoned";case TUT_YOU_CURSED:return "had something cursed";case TUT_YOU_HUNGRY:return "felt hungry";case TUT_YOU_STARVING:return "were starving";case TUT_MAKE_CHUNKS:return "learned about chunks";case TUT_MULTI_PICKUP:return "read about pickup menu";case TUT_HEAVY_LOAD:return "were encumbered";case TUT_ROTTEN_FOOD:return "carried rotten food";case TUT_NEED_HEALING:return "needed healing";case TUT_NEED_POISON_HEALING:return "needed healing for poison";case TUT_POSTBERSERK:return "learned about Berserk aftereffects";case TUT_RUN_AWAY:return "were told to run away";case TUT_SHIFT_RUN:return "learned about shift-run";case TUT_MAP_VIEW:return "learned about the level map";/*case TUT_AUTOEXPLORE:return "learned about autoexplore";*/case TUT_DONE_EXPLORE:return "explored a level";case TUT_YOU_MUTATED:return "caught a mutation";case TUT_NEW_ABILITY:return "gained a divine ability";case TUT_WIELD_WEAPON:return "wielded an unsuitable weapon";default:return "faced a bug";}}static formatted_string tutorial_map_intro(){std::string result;result = "<magenta>""What you see here is the typical Crawl screen. The upper left map ""shows your hero as the <white>@<magenta> in the center. The parts ""of the map you remember but cannot currently see, will be greyed ""out.""</magenta>" EOL;result += "[--more-- Press <white>Escape</white> to skip the basics]";linebreak_string2(result,80);return formatted_string::parse_string(result);}static formatted_string tutorial_stats_intro(){std::string result;result += "<magenta>";result += "To the right, important properties of " EOL;result += "the character are displayed. The most " EOL;result += "basic one is your health, measured as " EOL;snprintf(info, INFO_SIZE, "<white>HP: %d/%d<magenta>. ", you.hp, you.hp_max);result += info;if (Options.tutorial_type==TUT_MAGIC_CHAR) result += " ";result += "These are your current out " EOL;result += "of maximum health points. When health " EOL;result += "drops to zero, you die. " EOL;snprintf(info, INFO_SIZE, "<white>Magic: %d/%d<magenta>", you.magic_points, you.max_magic_points);result += info;result += " is your energy for casting " EOL;result += "spells, although more mundane actions " EOL;result += "often draw from Magic, too. " EOL;result += "Further down, <white>Str<magenta>ength, <white>Dex<magenta>terity and " EOL;result += "<white>Int<magenta>elligence are shown and provide an " EOL;result += "all-around account of the character's " EOL;result += "attributes. " EOL;result += "</magenta>";result += " " EOL;result += "[--more-- Press <white>Escape</white> to skip the basics]" EOL;result += " " EOL;result += " " EOL;return formatted_string::parse_string(result);}static formatted_string tutorial_message_intro(){std::string result;result = "<magenta>""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 ""<white>Ctrl-P<magenta>.""</magenta>" EOL;result += "[--more-- Press <white>Escape</white> to skip the basics]";linebreak_string2(result,80);return formatted_string::parse_string(result);}static void tutorial_movement_info(){std::string text;text = "To move your character, use the numpad; try Numlock both on and off. ""If your system has no number pad, or if you are familiar with the vi ""keys, movement is also possible with <w>hjklyubn<magenta>. A basic ""command list can be found under <w>?<magenta>, and the most important ""commands will be explained to you as it becomes necessary. ";print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);}// copied from display_mutations and adaptedvoid tut_starting_screen(){int x1, x2, y1, y2;int MAX_INFO = 4;#ifdef TUTORIAL_DEBUGMAX_INFO++;#endifchar ch;for (int i=0; i<=MAX_INFO; i++){x1 = 1; y1 = 1;x2 = 80; y2 = 25;if (i==1 || i==3){y1 = 18; // message window}else if (i==2){x2 = 40; // map windowy2 = 18;}if (i==0)clrscr();gotoxy(x1,y1);if (i==0)tut_starting_info(x2).display();else if (i==1)tutorial_map_intro().display();else if (i==2)tutorial_stats_intro().display();else if (i==3)tutorial_message_intro().display();else if (i==4)tutorial_movement_info();else{#ifdef TUTORIAL_DEBUGclrscr();gotoxy(x1,y1);tutorial_debug().display();#elsecontinue;#endif}ch = c_getch();redraw_screen();if (ch == ESCAPE)break;}}void tutorial_death_screen(){Options.tutorial_left = 0;std::string text;mpr( "Condolences! Your character's premature perishing is a sad, but ""common occurence in Crawl. Rest assured that with diligence and ""playing experience your characters will last longer.\n", MSGCH_TUTORIAL, 0);mpr( "Perhaps the following advice can improve your playing style:", MSGCH_TUTORIAL);more();if (Options.tutorial_type == TUT_MAGIC_CHAR&& Options.tut_spell_counter < Options.tut_melee_counter )text = "As a Conjurer your main weapon should be offensive magic. Cast ""spells more often! Remember to rest when your Magic is low.";else if (Options.tutorial_type == TUT_BERSERK_CHAR&& Options.tut_berserk_counter < 1 ){text = "Don't forget to go berserk when fighting particularly ""difficult foes. It is risky, but makes you faster ""and beefier. Also try to pray prior to battles so that ";text += god_name(you.religion);text += " will soon provide more abilities.";}else if (Options.tutorial_type == TUT_RANGER_CHAR&& 2*Options.tut_throw_counter < Options.tut_melee_counter )text = "Your bow and arrows are extremely powerful against ""distant monsters. Be sure to collect all arrows lying ""around in the dungeon.";else {int hint = random2(6);// If a character has been unusually busy with projectiles and spells// give some other hint rather than the first one.if (Options.tut_throw_counter + Options.tut_spell_counter >= Options.tut_melee_counter&& hint == 0)hint = random2(5)+1;switch(hint){case 0:text = "Always consider using projectiles, wands or spells before ""engaging monsters in close combat.";break;case 1:text = "Learn when to run away from things you can't handle - this is ""important! It is often wise to skip a particularly dangerous ""level. But don't overdo this as monsters will only get harder ""the deeper you delve.";break;case 2:text = "Rest between encounters. In Crawl, searching and resting are ""one and the same. To search for one turn, press <w>s<magenta>, ""<w>.<magenta>, <w>delete<magenta> or <w>keypad-5<magenta>. ""Pressing <w>5<magenta> or <w>shift-and-keypad-5<magenta> will ""let you rest for a longer time (you will stop resting when ""fully healed).";break;case 3:text = "Remember to use those scrolls, potions or wands you've found. ""Very often, you cannot expect to identify everything with the ""scroll only. Learn to improvise: identify through usage.";break;case 4:text = "If a particular encounter feels overwhelming don't forget to ""use emergency items early on. A scroll of teleportation or a ""potion of speed can really save your bacon.";break;case 5:text = "Never fight more than one monster if you can help it. Always ""back into a corridor so that they are forced to fight you one ""on one.";break;default:text = "Sorry, no hint this time, though there should have been one.";}}print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);more();mpr( "See you next game!", MSGCH_TUTORIAL);for ( long i = 0; i < TUT_EVENTS_NUM; ++i )Options.tutorial_events[i] = 0;}void tutorial_finished(){std::string text;Options.tutorial_left = 0;text = "Congrats! You survived until the end of this tutorial - be sure to ""try the other ones as well. Note that the help screen (<w>?<magenta>) ""will look different from now on. Here's a last playing hint:";print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);more();if (Options.tut_explored){text = "Walking around and exploring levels gets easier by using ""auto-explore (<w>Ctrl-O<magenta>). You can even make Crawl ""automatically pick up interesting items by setting the ""option <w>explore_greedy=true<magenta> in the init file.";}else if (Options.tut_travel){text = "There is a convenient way for travelling between far away ""dungeon levels: press <w>Ctrl-G<magenta> and enter the desired ""destination. If your travel gets interrupted, issueing ""<w>Ctrl-G Enter<magenta> will continue it.";}else if (Options.tut_stashes){text = "You can search among all items existing in the dungeon with ""the <w>Ctrl-F<magenta> command. For example, ""<w>Ctrl-F \"knife\"<magenta> will list all knives. You can then ""travel to one of the spots. It is even possible to enter words ""like <w>\"shop\"<magenta> or <w>\"altar\"<magenta>.";}else{int hint = random2(3);switch (hint){case 0:text = "The game keeps an automated logbook for your characters. Use ""<w>?:<magenta> to read it. You can enter notes manually with ""the <w>:<magenta> command. Once your character perishes, two ""morgue files are left in the <w>/morgue<magenta> directory. ""The one ending in .txt contains a copy of your logbook. ""During play, you can create a dump file with <w>#<magenta>.";break;case 1:text = "Crawl has a macro function built in: press <w>~m<magenta> ""to define a macro by first specifying a trigger key (say, ""<w>F1<magenta>) and a command sequence, for example ""<w>Za+.<magenta>. The latter will make the <w>F1<magenta> ""key always zap the spell in slot a at the nearest monster. ""For more information on macros, type <w>?~<magenta>.";break;case 2:text = "The interface can be greatly customised. All options are ""explained in the file <w>crawl_options.txt<magenta> which ""can be found in the <w>/docs<magenta> directory. The ""options themselves are set in <w>init.txt<magenta> or ""<w>.crawlrc<magenta>. Crawl will complain when it can't ""find either file.\n";break;default:text = "Oops... No hint for now. Better luck next time!";}}print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);more();for ( long i = 0; i < TUT_EVENTS_NUM; ++i )Options.tutorial_events[i] = 0;}void tutorial_prayer_reminder(){if (Options.tut_just_triggered)return;if (coinflip()) // always would be too annoying{std::string text;text = "Remember to <w>p<magenta>ray before battle, so as to dedicate ""your kills to ";text += god_name(you.religion);text += ". Should the monster leave a corpse, consider ""<w>D<magenta>issecting it as a sacrifice to ";text += god_name(you.religion);text += ", as well.";print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);}}void tutorial_healing_reminder(){if (you.poisoning){if (Options.tutorial_events[TUT_NEED_POISON_HEALING])learned_something_new(TUT_NEED_POISON_HEALING);}else{if (Options.tutorial_events[TUT_NEED_HEALING])learned_something_new(TUT_NEED_HEALING);else if (you.num_turns - Options.tut_last_healed >= 50 && !you.poisoning){if (Options.tut_just_triggered)return;std::string text;text = "Remember to rest between fights and to enter unexplored ""terrain with full hitpoints and/or magic. For resting, ""press <w>5<magenta> or <w>Shift-numpad 5<magenta>.";print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);}Options.tut_last_healed = you.num_turns;}}void taken_new_item(unsigned char item_type){switch(item_type){case OBJ_WANDS:learned_something_new(TUT_SEEN_WAND);break;case OBJ_SCROLLS:learned_something_new(TUT_SEEN_SCROLL);break;case OBJ_JEWELLERY:learned_something_new(TUT_SEEN_JEWELLERY);break;case OBJ_POTIONS:learned_something_new(TUT_SEEN_POTION);break;case OBJ_BOOKS:learned_something_new(TUT_SEEN_SPBOOK);break;case OBJ_FOOD:learned_something_new(TUT_SEEN_FOOD);break;case OBJ_CORPSES:learned_something_new(TUT_SEEN_CARRION);break;case OBJ_WEAPONS:learned_something_new(TUT_SEEN_WEAPON);break;case OBJ_ARMOUR:learned_something_new(TUT_SEEN_ARMOUR);break;case OBJ_MISSILES:learned_something_new(TUT_SEEN_MISSILES);break;case OBJ_STAVES:case OBJ_MISCELLANY:learned_something_new(TUT_SEEN_MISC);break;default: /* nothing to be done */return;}}void tutorial_first_monster(monsters mon){if (!Options.tutorial_events[TUT_SEEN_MONSTER])return;std::string text = "<magenta>That ";formatted_string st = formatted_string::parse_string(text);st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL));st.formatted_string::add_glyph(&mon);text = " is a monster, usually depicted by a letter. Some typical early monsters ";st += formatted_string::parse_string(text);formatted_mpr(st, MSGCH_TUTORIAL);text = "look like <brown>r<magenta>, <w>g<magenta>, <lightgray>b<magenta> or ""<brown>K<magenta>. You can gain information about it by pressing ""<w>x<magenta>, moving the cursor on the monster and then pressing ""<w>v<magenta>. To attack it with your wielded weapon, just move into it.";print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);more();if (Options.tutorial_type == TUT_RANGER_CHAR){text = "However, as a hunter you will want to deal with it using your ""bow. Do this as follows: <w>wbf+.<magenta> where <w>wb<magenta> ""wields the bow, <w>f<magenta> fires appropriate ammunition ""(your arrows) and enters targeting mode. <w>+<magenta> and ""<w>-<magenta> allow you to select the proper monster. Finally, ""<w>Enter<magenta> or <w>.<magenta> fire. If you miss, ""<w>ff<magenta> fires at the previous target again.";print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);}else if (Options.tutorial_type == TUT_MAGIC_CHAR){text = "However, as a conjurer you will want to deal with it using magic.""Do this as follows: <w>Za+.<magenta> where <w>Za<magenta> zaps ""the first spell you know, ";text += spell_title(get_spell_by_letter('a'));text += ", and enters targeting mode. <w>+<magenta> and <w>-<magenta> ""allow you to select the proper target. Finally, <w>Enter<magenta> ""or <w>.<magenta> fire. If you miss, <w>Zap<magenta> will ""fire at the previous target again.";print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);}Options.tutorial_events[TUT_SEEN_MONSTER] = 0;Options.tutorial_left--;Options.tut_just_triggered = 1;}void tutorial_first_item(item_def item){if (!Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] || Options.tut_just_triggered)return;std::string text = "<magenta>That ";formatted_string st = formatted_string::parse_string(text);st.formatted_string::textcolor(channel_to_colour(MSGCH_TUTORIAL));st.formatted_string::add_glyph(&item);text = " is an item. If you move there and press <w>g<magenta> or ""<w>,<magenta> you will pick it up.";st += formatted_string::parse_string(text);formatted_mpr(st, MSGCH_TUTORIAL);text = "Generally, items are shown by non-letter symbols like ""<w>%%?!\"=()[<magenta>. Once it is in your inventory, you can drop ""it again with <w>d<magenta>. Several types of objects will usually ""be picked up automatically.";print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);Options.tutorial_events[TUT_SEEN_FIRST_OBJECT] = 0;Options.tutorial_left--;Options.tut_just_triggered = 1;}static void tutorial_first_stairs(int x, int y) {std::string text = "<magenta>The ";formatted_string st = formatted_string::parse_string(text);st.formatted_string::textcolor(env.show_col[x-you.x_pos + 9][y-you.y_pos + 9]);text = get_screen_glyph(x,y);text += "<magenta> are some downstairs. You can enter the next (deeper) ""level by following ";st += formatted_string::parse_string(text);formatted_mpr(st);text = "them down (<w>><magenta>). To get back to ""this level again, press <w><<<magenta> while standing on the ""upstairs.";print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);}void learned_something_new(unsigned int seen_what, int x, int y){// already learned about thatif (!Options.tutorial_events[seen_what])return;// don't trigger twice in the same turnif (Options.tut_just_triggered)return;std::string text;switch(seen_what){case TUT_SEEN_POTION:text = "You have picked up your first potion ('<w>!<magenta>'). Use ""<w>q<magenta> to drink (quaff) it.";break;case TUT_SEEN_SCROLL:text = "You have picked up your first scroll ('<w>?<magenta>'). Type ""<w>r<magenta> to read it.";break;case TUT_SEEN_WAND:text = "You have picked up your first wand ('<w>/<magenta>'). Type ""<w>z<magenta> to zap it.";break;case TUT_SEEN_SPBOOK:text = "You have picked up a spellbook ('<w>+<magenta>' or ""'<w>:<magenta>'). You can read it by typing <w>r<magenta>, ""memorise spells via <w>M<magenta> and cast a memorised spell ""with <w>Z<magenta>.";if (!you.skills[SK_SPELLCASTING]){text += "\nHowever, first you will have to get accustomed to ""spellcasting by reading lots of scrolls.";}break;case TUT_SEEN_WEAPON:text = "This is the first weapon ('<w>(<magenta>') you've picked up. ""Use <w>w<magenta> to wield it, but be aware that this weapon ""might train a different skill from your current one. You can ""view the weapon's properties with <w>v<magenta>.";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 ('<w>)<magenta>') 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. <w>v<magenta> gives more ""information about both missiles and launcher.";if (Options.tutorial_type == TUT_RANGER_CHAR){text += "\nAs you're already trained in Bows you should stick with ""arrows and collect more of them in the dungeon.";}else if (Options.tutorial_type == TUT_MAGIC_CHAR){text += "\nHowever, as a spellslinger you don't really need another ""type of ranged attack, unless there's another effect in ""addition to damage.";}else{text += "\nFor now you might be best off with sticking to darts or ""stones for ranged attacks.";}break;case TUT_SEEN_ARMOUR:text = "This is the first piece of armour ('<w>[<magenta>') you've ""picked up. Use <w>W<magenta> to wear it and <w>T<magenta> to ""take it off again. You can view its properties with ""<w>v<magenta>.";if (you.species == SP_CENTAUR || you.species == SP_MINOTAUR){snprintf( info, INFO_SIZE, "\nNote that as a %s, you will be unable to wear %s.",species_name(you.species, 1), you.species == SP_CENTAUR ? "boots" : "helmets");text += info;}break;case TUT_SEEN_RANDART:text = "Weapons and armour that have descriptions like this are more ""likely to be of higher enchantment or have special properties, ""good or bad.";break;case TUT_SEEN_FOOD:text = "You have picked up some food ('<w>%%<magenta>'). You can eat it ""by typing <w>e<magenta>.";break;case TUT_SEEN_CARRION:text = "You have picked up a corpse ('<w>%%<magenta>'). When a corpse ""is lying on the ground, you can <w>D<magenta>issect with a ""sharp implement. Once hungry you can <w>e<magenta>at the ""resulting chunks (though they may not be healthy).";if (Options.tutorial_type == TUT_BERSERK_CHAR){text += " During prayer you can offer corpses to ";text += god_name(you.religion);text += "by dissecting them, as well.";}break;case TUT_SEEN_JEWELLERY:text = "You have picked up a a piece of jewellery, either a ring ""('<w>=<magenta>') or an amulet ('<w>\"<magenta>'). Type ""<w>P<magenta> to put it on and <w>R<magenta> to remove it. You ""can view it with <w>v<magenta> although often magic is ""necessary to reveal its true nature.";break;case TUT_SEEN_MISC:text = "This is a curious object indeed. You can play around with it ""to find out what it does by <w>w<magenta>ielding and ""<w>E<magenta>voking it.";break;case TUT_SEEN_STAIRS:if (you.num_turns < 1)return;// tutorial_first_stairs(x,y);text = "The <w>";text += get_screen_glyph(x,y);text += "<magenta> are some downstairs. You can enter the next (deeper) ""level by following them down (<w>><magenta>). To get back to ""this level again, press <w><<<magenta> while standing on the ""upstairs.";break;case TUT_SEEN_TRAPS:text = "Oops... you just entered a trap. An unwary adventurer will ""occasionally stumble into one of these nasty constructions ""depicted by <w>^<magenta>. They can do physical damage (with ""darts or needles, for example) or have other, more magical ""effects, like teleportation.";break;case TUT_SEEN_ALTAR:text = "The <blue>";text += get_screen_glyph(x,y);text += "<magenta> is an altar. You can get information about it by pressing ""<w>p<magenta> while standing on the square. Before taking up ""the responding faith you'll be asked for confirmation.";break;case TUT_SEEN_SHOP:text = "The <yellow>";text += get_screen_glyph(x,y);text += "<magenta> is a shop. You can enter it by typing <w><<<magenta>.";break;case TUT_SEEN_DOOR:if (you.num_turns < 1)return;text = "The <w>";text += get_screen_glyph(x,y);text += "<magenta> is a closed door. You can open it by walking into it. ""Sometimes it is useful to close a door. Do so by pressing ""<w>c<magenta>, followed by the direction.";break;case TUT_KILLED_MONSTER:text = "Congratulations, your character just gained some experience by ""killing this monster! Every action will use up some of it to ""train certain skills. For example, fighting monsters ";if (Options.tutorial_type == TUT_BERSERK_CHAR)text += "in melee battle will raise your Axes and Fighting skills.";else if (Options.tutorial_type == TUT_RANGER_CHAR)text += "using bow and arrows will raise your Bows and Ranged Combat ""skills.";else // if (Options.tutorial_type == TUT_MAGIC_CHAR)text += "with offensive magic will raise your Conjurations and ""Spellcasting skills.";if (you.religion != GOD_NO_GOD){text += "\nTo dedicate your kills to ";text += god_name(you.religion);text += " <w>p<magenta>ray before battle. Not all gods will be ""pleased by doing this.";}break;case TUT_NEW_LEVEL:text = "Well done! Reaching a new experience level is always a nice ""event: you get more health and magic points, and occasionally ""increases to your attributes (strength, dexterity, intelligence).";if (Options.tutorial_type == TUT_MAGIC_CHAR){text += "\nAlso, new experience levels let you learn more spells ""(the Spellcasting skill also does this). For now, ""you should try to memorise the second spell of your ""starting book with <w>Mcb<magenta>, which can then be ""zapped with <w>Zb<magenta>.";}break;case TUT_SKILL_RAISE:text = "One of your skills just got raised. Type <w>m<magenta> to take ""a look at your skills screen.";break;case TUT_YOU_ENCHANTED:text = "Enchantments of all types can befall you temporarily. ""Abbreviated signalisation appears at the lower end of the stats ""area. Press <w>@<magenta> for more details. A list of all ""possible enchantments is given in the manual.";break;case TUT_YOU_SICK:learned_something_new(TUT_YOU_ENCHANTED);text = "Corpses can be spoiled or inedible, resulting in sickness. ""Also, some monsters' flesh is less palatable than others'. ""During sickness your hitpoints won't regenerate and sometimes ""an attribute may decrease. It wears off with time (wait with ""<w>5<magenta>) or you could quaff a potion of healing.";break;case TUT_YOU_POISON:learned_something_new(TUT_YOU_ENCHANTED);text = "Poison will slowly reduce your hp. It wears off with time ""(wait with <w>5<magenta>) or you could quaff a potion of ""healing.";break;case TUT_YOU_CURSED:text = "Curses are comparatively harmless, but they do mean that you ""cannot remove cursed equipment and will have to suffer the ""(possibly) bad effects until you find and read a scroll of ""remove curse. Weapons can also be uncursed using enchanting ""scrolls.";break;case TUT_YOU_HUNGRY:text = "There are two ways to overcome hunger: food you started ""with or found, and selfmade chunks from corpses. To get the ""latter, all you need to do is <w>D<magenta> a corpse with a ""sharp implement. Your starting weapon will do nicely.""Try to dine on chunks in order to save permanent food.";break;case TUT_YOU_STARVING:text = "You are now suffering from terrible hunger. You'll need to ""<w>e<magenta>at something quickly, or you'll die. The safest ""way to deal with this is to simply eat something from your ""inventory rather than wait for a monster to leave a corpse.";break;case TUT_MULTI_PICKUP:text = "There's a more comfortable way to pick up several items at the ""same time. If you press <w>,<magenta> or <w>g<magenta> twice ""you can choose items from a menu. This takes less keystrokes ""but has no influence on the number of turns needed. Multi-pickup ""will be interrupted by monsters or other dangerous events.";break;case TUT_HEAVY_LOAD:if (you.burden_state != BS_UNENCUMBERED)text = "It is not usually a good idea to run around encumbered; it ""slows you down and increases your hunger.";elsetext = "Sadly, your inventory is limited to 52 items, and it appears ""your knapsack is full.";text += " However, this is easy enough to rectify: simply <w>d<magenta>rop ""some of the stuff you don't need or that's too heavy to lug ""around permanently.";break;case TUT_ROTTEN_FOOD:text = "One or more of the chunks or corpses you carry has started to ""rot. Few races can digest these safely, so you might just as ""well <w>d<magenta>rop them now.";if (you.religion == GOD_TROG || you.religion == GOD_MAKHLEB ||you.religion == GOD_OKAWARU){text += "\nIf it is a rotting corpse you carry now might be a good ""time to <w>d<magenta>rop and <w>D<magenta>issect it during ""prayer (<w>p<magenta>) as an offer to ";text += god_name(you.religion);text += ".";}break;case TUT_MAKE_CHUNKS:text = "How lucky! That monster left a corpse which you can now ""<w>D<magenta>issect. One or more chunks will appear, to be ""<w>e<magenta>aten later on. Beware that some chunks may be, ""sometimes or always, hazardous. Only experience can help ""you here.";if (you.duration[DUR_PRAYER] &&(you.religion == GOD_OKAWARU || you.religion == GOD_MAKHLEB ||you.religion == GOD_TROG || you.religion == GOD_ELYVILON)){text += "\nNote that dissection under prayer offers the corpse to ";text += god_name(you.religion);text += " - check your god's attitude about this with <w>^<magenta>.";}break;case TUT_SHIFT_RUN:text = "Walking around takes less keystrokes if you press ""<w>Shift-direction<magenta> or <w>/ direction<magenta>. ""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 <w>X<magenta> to bring up the level map. Typing ""<w>?<magenta> shows the list of level map commands. ""Most importantly, moving the cursor to a spot and pressing ""<w>.<magenta> or <w>Enter<magenta> lets your character move ""there on its own.";break;case TUT_DONE_EXPLORE:text = "You have explored the dungeon on this level. The downstairs look ""like '<w>><magenta>'. Proceed there and press <w>><magenta> to ""go down.";if (Options.tutorial_events[TUT_SEEN_STAIRS]){text += "In rare cases, you may have found no downstairs at all. ""Try searching for secret doors in suspicious looking spots; ""use <w>s<magenta>, <w>.<magenta> or <w>5<magenta> to do so.";}else{text += "Each level of Crawl has three white up and three white down ""stairs. Unexplored parts can often be accessed via another ""level or through secret doors. To find the latter, search ""the adjacent squares of walls for one turn with <w>s<magenta> ""or <w>.<magenta>, or for 100 turns with <w>5<magenta> or ""<w>Shift-numpad 5.";}break;case TUT_NEED_HEALING:text = "If you're low on hitpoints or magic and there's no urgent need ""to move, you can rest for a bit. Press <w>5<magenta> or ""<w>shift-numpad-5<magenta> to do so.";break;case TUT_NEED_POISON_HEALING:text = "Your poisoning could easily kill you, so now would be a good ""time to <w>q<magenta>uaff a potion of heal wounds or, better ""yet, a potion of healing. If you have seen neither of these so ""far, try unknown ones in your inventory. Good luck!";break;case TUT_POSTBERSERK:text = "Berserking is extremely exhausting! It burns a lot of nutrition, ""and afterwards you are slowed down and occasionally even pass ""out.";break;case TUT_RUN_AWAY:text = "Whenever you've got only a few hitpoints left and you're in ""danger of dying, check your options carefully. Often, retreat or ""use of some item might be a viable alternative to fighting on.";if (you.species == SP_CENTAUR)text += "As a four-legged centaur you are particularly quick - ""running is an option! ";if (Options.tutorial_type == TUT_BERSERK_CHAR && !you.berserker){text += "\nAlso, with ";text += god_name(you.religion);text += "'s support you can use your Berserk ability (<w>a<magenta>) ""to temporarily gain more hitpoints and greater strength. ";}break;case TUT_YOU_MUTATED:text = "Mutations can be obtained from several sources, among them ""potions, spell miscasts, and overuse of strong enchantments ""like Invisibility. The only reliable way to get rid of mutations ""is with potions of cure mutation. There are about as many ""harmful as beneficial mutations, and most of them have three ""levels. Check your mutations with <w>A<magenta>.";break;case TUT_NEW_ABILITY:text = "You just gained a new ability. Press <w>a<magenta> to take a ""look at your abilities or to use one of them.";break;case TUT_WIELD_WEAPON:text = "You might want to <w>w<magenta>ield a more suitable implement ""when attacking monsters.";if (Options.tutorial_type == TUT_RANGER_CHAR&& you.inv[ you.equip[EQ_WEAPON] ].sub_type == WPN_BOW){text += "You can easily switch between weapons in slots a and ""b by pressing <w>'<magenta>.";}break;case TUT_SEEN_MONSTER:case TUT_SEEN_FIRST_OBJECT:break;default:text += "You've found something new (but I don't know what)!";}if (seen_what != TUT_SEEN_MONSTER && seen_what != TUT_SEEN_FIRST_OBJECT)print_formatted_paragraph(text, 80, MSGCH_TUTORIAL);more();Options.tut_just_triggered = true;Options.tutorial_events[seen_what] = 0;Options.tutorial_left--;}
xpos = 0;++breakcount;}// bog-standardelse++xpos;++loc;}}return breakcount;}int linebreak_string2( std::string& s, int maxcol ){size_t loc = 0;int xpos = 0, spacepos = 0;int breakcount = 0;while ( loc < s.size() ){if ( s[loc] == '<' ) // tag{// << escapeif ( loc + 1 < s.size() && s[loc+1] == '<' ){++xpos;loc += 2;// Um, we never break on <<. That's a feature. Right.continue;}// skip tagwhile ( loc < s.size() && s[loc] != '>' )++loc;++loc;}else{// user-forced newlineif ( s[loc] == '\n' )
// takes a (possibly tagged) string, breaks it into lines and// prints it into the given message channelvoid print_formatted_paragraph(std::string &s, int maxcol, int channel){linebreak_string2(s,maxcol);std::string text;size_t loc = 0, oldloc = 0;while ( loc < s.size() ){if (s[loc] == '\n') {text = s.substr(oldloc, loc-oldloc);formatted_mpr( formatted_string::parse_string(text), channel );oldloc = ++loc;}loc++;}formatted_mpr( formatted_string::parse_string( s.substr(oldloc, loc-oldloc) ), channel );}