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string help ;
function < void ( ) > help_delegate ;
string buildHelpText ( ) {
DEBB ( DF_GRAPH , ( debugfile , " buildHelpText \n " ) ) ;
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# if CAP_ROGUEVIZ
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if ( rogueviz : : on ) return rogueviz : : makehelp ( ) ;
# endif
string h ;
h + = XLAT ( " Welcome to HyperRogue " ) ;
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# if ISANDROID
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h + = XLAT ( " for Android " ) ;
# endif
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# if ISIOS
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h + = XLAT ( " for iOS " ) ;
# endif
h + = XLAT ( " ! (version %1) \n \n " , VER ) ;
h + = XLAT (
" You have been trapped in a strange, non-Euclidean world. Collect as much treasure as possible "
" before being caught by monsters. The more treasure you collect, the more "
" monsters come to hunt you, as long as you are in the same land type. The "
" Orbs of Yendor are the ultimate treasure; get at least one of them to win the game! "
) ;
h + = XLAT ( " (press ESC for some hints about it). " ) ;
h + = " \n \n " ;
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if ( ! shmup : : on & & ! hardcore )
h + = XLAT (
" You can fight most monsters by moving into their location. "
" The monster could also kill you by moving into your location, but the game "
" automatically cancels all moves which result in that. \n \n "
) ;
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if ( inv : : on )
h + = XLAT (
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inv : : helptext
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) ;
else
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h + = XLAT (
" There are many lands in HyperRogue. Collect 10 treasure "
" in the given land type to complete it; this enables you to "
" find the magical Orbs of this land, and in some cases "
" get access to new lands. At 25 treasures "
" this type of Orbs starts appearing in other lands as well. Press 'o' to "
" get the details of all the Lands. \n \n " ) ;
h + = " \n \n " ;
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# if ISMOBILE
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h + = XLAT (
" Usually, you move by touching somewhere on the map; you can also touch one "
" of the four buttons on the map corners to change this (to scroll the map "
" or get information about map objects). You can also touch the "
" numbers displayed to get their meanings. \n "
) ;
# else
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if ( DEFAULTCONTROL )
h + = XLAT (
" Move with mouse, num pad, qweadzxc, or hjklyubn. Wait by pressing 's' or '.'. Spin the world with arrows, PageUp/Down, and Home/Space. "
" To save the game you need an Orb of Safety. Press 'v' for the main menu (configuration, special modes, etc.), ESC for the quest status. \n \n "
) ;
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h + = XLAT (
" You can right click any element to get more information about it. \n \n "
) ;
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# if ISMAC
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h + = XLAT ( " (You can also use right Shift) \n \n " ) ;
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# endif
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# endif
h + = XLAT ( " See more on the website: " )
+ " http//roguetemple.com/z/hyper/ \n \n " ;
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# if CAP_TOUR
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h + = XLAT ( " Try the Tutorial to help with understanding the "
" geometry of HyperRogue (menu -> special modes). \n \n " ) ;
# endif
h + = XLAT ( " Still confused? Read the FAQ on the HyperRogue website! \n \n " ) ;
return h ;
}
string buildCredits ( ) {
string h ;
h + = XLAT ( " game design, programming, texts and graphics by Zeno Rogue <zeno@attnam.com> \n \n " ) ;
if ( lang ( ) ! = 0 )
h + = XLAT ( " add credits for your translation here " ) ;
# ifndef NOLICENSE
h + = XLAT (
" released under GNU General Public License version 2 and thus "
" comes with absolutely no warranty; see COPYING for details \n \n "
) ;
# endif
h + = XLAT (
" special thanks to the following people for their bug reports, feature requests, porting, and other help: \n \n %1 \n \n " ,
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" Konstantin Stupnik, ortoslon, chrysn, Adam Borowski, Damyan Ivanov, Ryan Farnsley, mcobit, Darren Grey, tricosahedron, Maciej Chojecki, Marek Čtrnáct, "
" wonderfullizardofoz, Piotr Migdał, tehora, Michael Heerdegen, Sprite Guard, zelda0x181e, Vipul, snowyowl0, Patashu, phenomist, Alan Malloy, Tom Fryers, Sinquetica, _monad, CtrlAltDestroy, jruderman, "
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" Kojiguchi Kazuki, baconcow, Alan "
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) ;
# ifdef EXTRALICENSE
h + = EXTRALICENSE ;
# endif
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# if !ISMOBILE
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h + = XLAT (
" \n \n See sounds/credits.txt for credits for sound effects "
) ;
# endif
if ( musiclicense ! = " " ) h + = musiclicense ;
return h ;
}
string pushtext ( stringpar p ) {
string s = XLAT (
" \n \n Note: when pushing %the1 off a heptagonal cell, you can control the pushing direction "
" by clicking left or right half of the heptagon. " , p ) ;
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# if !ISMOBILE
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s + = XLAT ( " With the keyboard, you can rotate the view for a similar effect (Page Up/Down). " ) ;
# endif
return s ;
}
string princedesc ( ) {
if ( princessgender ( ) = = GEN_M )
return XLAT ( " Apparently a prince is kept locked somewhere, but you won't ever find him in this hyperbolic palace. " ) ;
else
return XLAT ( " Apparently a princess is kept locked somewhere, but you won't ever find her in this hyperbolic palace. " ) ;
}
string helptitle ( string s , int col ) {
return " @ " + its ( col ) + " \t " + s + " \n " ;
}
string princessReviveHelp ( ) {
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if ( inv : : on ) return " " ;
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string h = " \n \n " +
XLAT ( " Killed %1 can be revived with Orb of the Love, after you collect 20 more $$$. " , moPrincess ) ;
if ( princess : : reviveAt )
h + = " \n \n " +
XLAT ( " %The1 will be revivable at %2 $$$ " , moPrincess , its ( princess : : reviveAt ) ) ;
return h ;
}
void describeOrb ( string & help , const orbinfo & oi ) {
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if ( inv : : on ) return ;
eOrbLandRelation olr = getOLR ( oi . orb , getPrizeLand ( ) ) ;
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eItem tr = treasureType ( oi . l ) ;
help + = " \n \n " + XLAT ( olrDescriptions [ olr ] , cwt . c - > land , tr , treasureType ( cwt . c - > land ) ) ;
int t = items [ tr ] * landMultiplier ( oi . l ) ;
if ( t > = 25 )
if ( olr = = olrPrize25 | | olr = = olrPrize3 | | olr = = olrGuest | | olr = = olrMonster | | olr = = olrAlways ) {
help + = XLAT ( " \n Spawn rate (as prize Orb): %1%/%2 \n " ,
its ( int ( .5 + 100 * orbprizefun ( t ) ) ) ,
its ( oi . gchance ) ) ;
}
if ( t > = 10 )
if ( olr = = olrHub ) {
help + = XLAT ( " \n Spawn rate (in Hubs): %1%/%2 \n " ,
its ( int ( .5 + 100 * orbcrossfun ( t ) ) ) ,
its ( oi . gchance ) ) ;
}
}
string generateHelpForItem ( eItem it ) {
string help = helptitle ( XLATN ( iinf [ it ] . name ) , iinf [ it ] . color ) ;
help + = XLAT ( iinf [ it ] . help ) ;
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if ( it = = itSavedPrincess | | it = = itOrbLove ) if ( ! inv : : on )
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help + = princessReviveHelp ( ) ;
if ( it = = itTrollEgg )
help + = XLAT ( " \n \n After the Trolls leave, you have 750 turns to collect %the1, or it gets stolen. " , it ) ;
if ( it = = itIvory | | it = = itAmethyst | | it = = itLotus | | it = = itMutant ) {
help + = XLAT (
" \n \n Easy %1 might disappear when you collect more of its kind. " , it ) ;
if ( it ! = itMutant ) help + = XLAT (
" You need to go deep to collect lots of them. " ) ;
}
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# if ISMOBILE==1
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if ( it = = itOrbSafety )
help + = XLAT ( " This might be very useful for devices with limited memory. " ) ;
# else
if ( it = = itOrbSafety )
help + = XLAT ( " Thus, it is potentially useful for extremely long games, which would eat all the memory on your system otherwise. \n " ) ;
# endif
if ( isRangedOrb ( it ) ) {
help + = XLAT ( " \n This is a ranged Orb. " ) ;
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# if ISMOBILE
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if ( vid . shifttarget & 2 )
help + = XLAT ( " \n Ranged Orbs can be targeted by long touching the desired location. " ) ;
else
help + = XLAT ( " \n Ranged Orbs can be targeted by touching the desired location. " ) ;
# else
if ( vid . shifttarget & 1 )
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help + = XLAT ( " \n Ranged Orbs can be targeted by shift-clicking the desired location. " ) ;
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else
help + = XLAT ( " \n Ranged Orbs can be targeted by clicking the desired location. " ) ;
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help + = XLAT ( " You can also scroll to the desired location and then press 't'. " ) ;
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# endif
help + = XLAT ( " \n You can never target cells which are adjacent to the player character, or ones out of the sight range. " ) ;
}
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# if ISMOBILE
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if ( it = = itGreenStone )
help + = XLAT ( " You can touch the Dead Orb in your inventory to drop it. " ) ;
# else
if ( it = = itGreenStone )
help + = XLAT ( " You can press 'g' or click them in the list to drop a Dead Orb. " ) ;
# endif
if ( it = = itOrbLightning | | it = = itOrbFlash )
help + = XLAT ( " \n \n This Orb is triggered on your first attack or illegal move. " ) ;
if ( it = = itOrbShield )
help + = XLAT ( " \n \n This Orb protects you from attacks, scents, and insulates you "
" from electricity. It does not let you go through deadly terrain, but "
" if you are attacked with fire, it lets you stay in place in it. " ) ;
if ( it = = itOrbEmpathy ) {
int cnt = 0 ;
for ( int i = 0 ; i < ittypes ; i + + ) {
eItem it2 = eItem ( i ) ;
if ( isEmpathyOrb ( it2 ) ) {
help + = XLAT ( cnt ? " , %1 " : " %1 " , it2 ) ;
cnt + + ;
}
}
}
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if ( inv : : on ) {
if ( it = = itOrbYendor | | it = = itHell ) {
help + = XLAT (
" \n \n In the Orb Strategy Mode, Orbs of Yendor appear in Hell after "
" you collect 25 Demon Daisies in Hell, in Crossroads/Ocean after you collect 50, "
" and everywhere after you collect 100. " ) ;
}
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/* if(it == itBone || it == itGreenStone) {
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help + = XLAT (
" \n \n In the Orb Strategy Mode, dead orbs are available once you collect "
" 10 Necromancer Totems in the Graveyard. "
) ;
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} */
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if ( it = = itFeather | | it = = itOrbSafety ) {
help + = XLAT (
" \n \n In the Orb Strategy Mode, Orbs of Safety can be gained by "
" collecting Phoenix Feathers in the Land of Eternal Motion. "
" You can also find unlimited Orbs of Safety in the Crossroads "
" and the Ocean (after collecting 25 Phoenix Feathers) "
" and in the Prairie. "
) ;
}
if ( it = = itOrbYendor | | it = = itHolyGrail )
help + = XLAT (
" \n \n Collect %the1 to gain an extra Orb of the Mirror. "
" You can gain further Orbs of the Mirror by collecting 2, 4, 8... "
) ;
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if ( it = = itPower )
help + = XLAT (
" \n \n The amount of Orbs obtained by using Orbs of Mirroring is "
" multiplied by sqrt(1+p/20), where p is the number of Powerstones "
" collected. This also affects the mirrorings which happened before "
" collecting the Powerstones. "
) ;
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if ( it = = itOrbLuck )
help + = XLAT (
" \n \n In the Orb Strategy Mode, the Orb of Luck also "
" significantly increases the frequency of Great Walls, Crossroads IV, "
" and sub-lands. "
) ;
if ( it = = itBone )
help + = XLAT (
" \n \n In the Orb Strategy Mode, each 25 Necromancer's Totems "
" you are given a random offensive Orb. "
) ;
}
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if ( itemclass ( it ) = = IC_ORB | | it = = itGreenStone | | it = = itOrbYendor ) {
for ( int i = 0 ; i < ORBLINES ; i + + ) {
const orbinfo & oi ( orbinfos [ i ] ) ;
if ( oi . orb = = it ) describeOrb ( help , oi ) ;
}
}
if ( itemclass ( it ) = = IC_TREASURE ) {
for ( int i = 0 ; i < ORBLINES ; i + + ) {
const orbinfo & oi ( orbinfos [ i ] ) ;
if ( treasureType ( oi . l ) = = it ) {
if ( oi . gchance > 0 ) {
help + = XLAT ( " \n \n Orb unlocked: %1 " , oi . orb ) ;
describeOrb ( help , oi ) ;
}
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else if ( oi . l = = cwt . c - > land | | inv : : on ) {
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help + = XLAT ( " \n \n Secondary orb: %1 " , oi . orb ) ;
describeOrb ( help , oi ) ;
}
}
}
}
return help ;
}
void addMinefieldExplanation ( string & s ) {
s + = XLAT (
" \n \n Once you collect 10 Bomberbird Eggs, "
" stepping on a cell with no adjacent mines also reveals the adjacent cells. "
" Collecting even more Eggs will increase the radius. Additionally, collecting "
" 25 Bomberbird Eggs will reveal adjacent cells even in your future games. "
) ;
s + = " \n \n " ;
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# if ISMOBILE==1
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s + = XLAT ( " Known mines may be marked by pressing 'm'. Your allies won't step on marked mines. " ) ;
# else
s + = XLAT ( " Known mines may be marked by touching while in drag mode. Your allies won't step on marked mines. " ) ;
# endif
}
string generateHelpForWall ( eWall w ) {
string s = helptitle ( XLATN ( winf [ w ] . name ) , winf [ w ] . color ) ;
s + = XLAT ( winf [ w ] . help ) ;
if ( w = = waMineMine | | w = = waMineUnknown | | w = = waMineOpen )
addMinefieldExplanation ( s ) ;
if ( isThumper ( w ) ) s + = pushtext ( w ) ;
if ( ( w = = waClosePlate | | w = = waOpenPlate ) & & purehepta )
s + = " \n \n (For the heptagonal mode, the radius has been reduced to 2 for closing plates.) " ;
return s ;
}
void buteol ( string & s , int current , int req ) {
int siz = size ( s ) ;
if ( s [ siz - 1 ] = = ' \n ' ) s . resize ( siz - 1 ) ;
char buf [ 100 ] ; sprintf ( buf , " (%d/%d) " , current , req ) ;
s + = buf ; s + = " \n " ;
}
string generateHelpForMonster ( eMonster m ) {
string s = helptitle ( XLATN ( minf [ m ] . name ) , minf [ m ] . color ) ;
if ( m = = moPlayer ) {
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# if CAP_TOUR
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if ( tour : : on | | peace : : on )
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return s + XLAT (
" A tourist from another world. They mutter something about the 'tutorial', "
" and claim that they are here just to learn, and to leave without any treasures. "
" Do not kill them! "
) ;
# endif
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s + = XLAT (
" This monster has come from another world, presumably to steal our treasures. "
" Not as fast as an Eagle, not as resilient as the guards from the Palace, "
" and not as huge as the Mutant Ivy from the Clearing; however, "
" they are very dangerous because of their intelligence, "
" and access to magical powers. \n \n " ) ;
if ( cheater )
s + = XLAT ( " Actually, their powers appear god-like... \n \n " ) ;
else if ( ! hardcore )
s + = XLAT (
" Rogues will never make moves which result in their immediate death. "
" Even when cornered, they are able to instantly teleport back to their "
" home world at any moment, taking the treasures forever... but "
" at least they will not steal anything further! \n \n "
) ;
if ( ! euclid )
s + = XLAT (
" Despite this intelligence, Rogues appear extremely surprised "
" by the most basic facts about geometry. They must come from "
" some really strange world. \n \n "
) ;
if ( shmup : : on )
s + = XLAT ( " In the Shoot'em Up mode, you are armed with thrown Knives. " ) ;
return s ;
}
s + = XLAT ( minf [ m ] . help ) ;
if ( m = = moPalace | | m = = moSkeleton )
s + = pushtext ( m ) ;
if ( m = = moTroll ) s + = XLAT ( trollhelp2 ) ;
if ( isMonsterPart ( m ) )
s + = XLAT ( " \n \n This is a part of a monster. It does not count for your total kills. " , m ) ;
if ( isFriendly ( m ) )
s + = XLAT ( " \n \n This is a friendly being. It does not count for your total kills. " , m ) ;
if ( m = = moTortoise )
s + = XLAT ( " \n \n Tortoises are not monsters! They are just annoyed. They do not count for your total kills. " , m ) ;
if ( isGhost ( m ) )
s + = XLAT ( " \n \n A Ghost never moves to a cell which is adjacent to another Ghost of the same kind. " , m ) ;
if ( m = = moBat | | m = = moEagle )
s + = XLAT ( " \n \n Fast flying creatures may attack or go against gravity only in their first move. " , m ) ;
return s ;
}
string generateHelpForLand ( eLand l ) {
string s = helptitle ( XLATN ( linf [ l ] . name ) , linf [ l ] . color ) ;
if ( l = = laPalace ) s + = princedesc ( ) ;
s + = XLAT ( linf [ l ] . help ) ;
if ( l = = laMinefield ) addMinefieldExplanation ( s ) ;
s + = " \n \n " ;
if ( l = = laIce | | l = = laCaves | | l = = laDesert | | l = = laMotion | | l = = laJungle | |
l = = laCrossroads | | l = = laAlchemist )
s + = XLAT ( " Always available. \n " ) ;
# define ACCONLY(z) s += XLAT("Accessible only from %the1.\n", z);
# define ACCONLY2(z,x) s += XLAT("Accessible only from %the1 or %the2.\n", z, x);
# define ACCONLYF(z) s += XLAT("Accessible only from %the1 (until finished).\n", z);
# define TREQ(z) { s += XLAT("Treasure required: %1 $$$.\n", its(z)); buteol(s, gold(), z); }
# define TREQ2(z,x) { s += XLAT("Treasure required: %1 x %2.\n", its(z), x); buteol(s, items[x], z); }
if ( l = = laMirror | | l = = laMinefield | | l = = laPalace | |
l = = laOcean | | l = = laLivefjord | | l = = laZebra | | l = = laWarpCoast | | l = = laWarpSea | |
l = = laReptile | | l = = laIvoryTower )
TREQ ( R30 )
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if ( l = = laPower & & inv : : on )
help + = XLAT (
" \n \n The amount of Orbs obtained by using Orbs of Mirroring is "
" multiplied by sqrt(1+p/20), where p is the number of Powerstones "
" collected. This also affects the mirrorings which happened before "
" collecting the Powerstones. "
) ;
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if ( isCoastal ( l ) )
s + = XLAT ( " Coastal region -- connects inland and aquatic regions. \n " ) ;
if ( isPureSealand ( l ) )
s + = XLAT ( " Aquatic region -- accessible only from coastal regions and other aquatic regions. \n " ) ;
if ( l = = laWhirlpool ) ACCONLY ( laOcean )
if ( l = = laRlyeh ) ACCONLYF ( laOcean )
if ( l = = laTemple ) ACCONLY ( laRlyeh )
if ( l = = laClearing ) ACCONLY ( laOvergrown )
if ( l = = laHaunted ) ACCONLY ( laGraveyard )
if ( l = = laPrincessQuest ) ACCONLY ( laPalace )
if ( l = = laMountain ) ACCONLY ( laJungle )
if ( l = = laCamelot ) ACCONLY2 ( laCrossroads , laCrossroads3 )
if ( l = = laDryForest | | l = = laWineyard | | l = = laDeadCaves | | l = = laHive | | l = = laRedRock | |
l = = laOvergrown | | l = = laStorms | | l = = laWhirlwind | | l = = laRose | |
l = = laCrossroads2 | | l = = laRlyeh )
TREQ ( R60 )
if ( l = = laReptile ) TREQ2 ( U10 , itElixir )
if ( l = = laEndorian ) TREQ2 ( U10 , itIvory )
if ( l = = laKraken ) TREQ2 ( U10 , itFjord )
if ( l = = laBurial ) TREQ2 ( U10 , itKraken )
if ( l = = laDungeon ) TREQ2 ( U5 , itIvory )
if ( l = = laDungeon ) TREQ2 ( U5 , itPalace )
if ( l = = laMountain ) TREQ2 ( U5 , itIvory )
if ( l = = laMountain ) TREQ2 ( U5 , itRuby )
if ( l = = laPrairie ) TREQ ( R90 )
if ( l = = laBull ) TREQ ( R90 )
if ( l = = laCrossroads4 ) TREQ ( R200 )
if ( l = = laCrossroads5 ) TREQ ( R300 )
if ( l = = laGraveyard | | l = = laHive ) {
s + = XLAT ( " Kills required: %1. \n " , " 100 " ) ;
buteol ( s , tkills ( ) , R100 ) ;
}
if ( l = = laDragon ) {
s + = XLAT ( " Different kills required: %1. \n " , " 20 " ) ;
buteol ( s , killtypes ( ) , R20 ) ;
}
if ( l = = laTortoise ) ACCONLY ( laDragon )
if ( l = = laTortoise ) s + = XLAT ( " Find a %1 in %the2. " , itBabyTortoise , laDragon ) ;
if ( l = = laHell | | l = = laCrossroads3 ) {
s + = XLAT ( " Finished lands required: %1 (collect %2 treasure) \n " , " 9 " , its ( R10 ) ) ;
buteol ( s , orbsUnlocked ( ) , 9 ) ;
}
if ( l = = laCocytus | | l = = laPower ) TREQ2 ( U10 , itHell )
if ( l = = laRedRock ) TREQ2 ( U10 , itSpice )
if ( l = = laOvergrown ) TREQ2 ( U10 , itRuby )
if ( l = = laClearing ) TREQ2 ( U5 , itMutant )
if ( l = = laCocytus ) TREQ2 ( U10 , itDiamond )
if ( l = = laDeadCaves ) TREQ2 ( U10 , itGold )
if ( l = = laTemple ) TREQ2 ( U5 , itStatue )
if ( l = = laHaunted ) TREQ2 ( U10 , itBone )
if ( l = = laCamelot ) TREQ2 ( U5 , itEmerald )
if ( l = = laEmerald ) {
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TREQ2 ( U5 , itFernFlower ) TREQ2 ( U5 , itGold )
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s + = XLAT ( " Alternatively: kill a %1 in %the2. \n " , moVizier , laPalace ) ;
buteol ( s , kills [ moVizier ] , 1 ) ;
}
# define KILLREQ(who, where) { s += XLAT("Kills required: %1 (%2).\n", who, where); buteol(s, kills[who], 1); }
if ( l = = laPrincessQuest )
KILLREQ ( moVizier , laPalace ) ;
if ( l = = laElementalWall ) {
KILLREQ ( moFireElemental , laDragon ) ;
KILLREQ ( moEarthElemental , laDeadCaves ) ;
KILLREQ ( moWaterElemental , laLivefjord ) ;
KILLREQ ( moAirElemental , laWhirlwind ) ;
}
if ( l = = laTrollheim ) {
KILLREQ ( moTroll , laCaves ) ;
KILLREQ ( moFjordTroll , laLivefjord ) ;
KILLREQ ( moDarkTroll , laDeadCaves ) ;
KILLREQ ( moStormTroll , laStorms ) ;
KILLREQ ( moForestTroll , laOvergrown ) ;
KILLREQ ( moRedTroll , laRedRock ) ;
}
if ( l = = laZebra ) TREQ2 ( U10 , itFeather )
if ( l = = laCamelot | | l = = laPrincessQuest )
s + = XLAT ( " Completing the quest in this land is not necessary for the Hyperstone Quest. " ) ;
int rl = isRandland ( l ) ;
if ( rl = = 2 )
s + = XLAT ( " Variants of %the1 are always available in the Random Pattern Mode. " , l ) ;
else if ( rl = = 1 )
s + = XLAT (
" Variants of %the1 are available in the Random Pattern Mode after "
" getting a highscore of at least 10 %2. " , l , treasureType ( l ) ) ;
if ( l = = laPrincessQuest ) {
s + = XLAT ( " Unavailable in the shmup mode. \n " ) ;
s + = XLAT ( " Unavailable in the multiplayer mode. \n " ) ;
}
if ( noChaos ( l ) )
s + = XLAT ( " Unavailable in the Chaos mode. \n " ) ;
if ( l = = laWildWest )
s + = XLAT ( " Bonus land, available only in some special modes. \n " ) ;
if ( l = = laWhirlpool )
s + = XLAT ( " Orbs of Safety always appear here, and may be used to escape. \n " ) ;
/* if(isHaunted(l) || l == laDungeon)
s + = XLAT ( " You may be unable to leave %the1 if you are not careful! \n " , l ) ; */
if ( l = = laStorms ) {
if ( elec : : lightningfast = = 0 ) s + = XLAT ( " \n Special conduct (still valid) \n " ) ;
else s + = XLAT ( " \n Special conduct failed: \n " ) ;
s + = XLAT (
" Avoid escaping from a discharge ( \" That was close \" ). " ) ;
}
if ( isHaunted ( l ) ) {
if ( survivalist ) s + = XLAT ( " \n Special conduct (still valid) \n " ) ;
else s + = XLAT ( " \n Special conduct failed: \n " ) ;
s + = XLAT (
" Avoid chopping trees, using Orbs, and non-graveyard monsters in the Haunted Woods. "
) ;
}
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# if !ISMOBILE
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if ( l = = laCA )
s + = XLAT ( " \n \n Hint: use 'm' to toggle cells quickly " ) ;
# endif
return s ;
}
bool instat ;
string turnstring ( int i ) {
if ( i = = 1 ) return XLAT ( " 1 turn " ) ;
else return XLAT ( " %1 turns " , its ( i ) ) ;
}
void describeMouseover ( ) {
DEBB ( DF_GRAPH , ( debugfile , " describeMouseover \n " ) ) ;
cell * c = mousing ? mouseover : playermoved ? NULL : centerover ;
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string & out = mouseovers ;
if ( ! c | | instat | | getcstat ! = ' - ' ) { }
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else if ( c - > wall ! = waInvisibleFloor ) {
out = XLAT1 ( linf [ c - > land ] . name ) ;
help = generateHelpForLand ( c - > land ) ;
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if ( isIcyLand ( c ) )
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out + = " ( " + fts ( heat : : celsius ( c ) ) + " °C) " ;
if ( c - > land = = laDryForest & & c - > landparam )
out + = " ( " + its ( c - > landparam ) + " /10) " ;
if ( c - > land = = laOcean & & chaosmode )
out + = " ( " + its ( c - > CHAOSPARAM ) + " S " + its ( c - > SEADIST ) + " L " + its ( c - > LANDDIST ) + " ) " ;
else if ( c - > land = = laOcean & & c - > landparam < = 25 ) {
if ( shmup : : on )
out + = " ( " + its ( c - > landparam ) + " ) " ;
else {
bool b = c - > landparam > = tide [ ( turncount - 1 ) % tidalsize ] ;
int t = 1 ;
for ( ; t < 1000 & & b = = ( c - > landparam > = tide [ ( turncount + t - 1 ) % tidalsize ] ) ; t + + ) ;
if ( b )
out + = " ( " + turnstring ( t ) + XLAT ( " to surface " ) + " ) " ;
else
out + = " ( " + turnstring ( t ) + XLAT ( " to submerge " ) + " ) " ;
}
}
if ( c - > land = = laTortoise & & tortoise : : seek ( ) ) out + = " " + tortoise : : measure ( getBits ( c ) ) ;
if ( buggyGeneration ) {
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char buf [ 80 ] ; sprintf ( buf , " %p H=%d M=%d " , c , c - > landparam , c - > mpdist ) ; out + = buf ;
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}
if ( randomPatternsMode )
out + = " " + describeRPM ( c - > land ) ;
if ( euclid & & cheater ) {
if ( torus ) {
out + = " ( " + its ( decodeId ( c - > master ) ) + " ) " ;
}
else {
eucoord x , y ;
decodeMaster ( c - > master , x , y ) ;
out + = " ( " + its ( short ( x ) ) + " , " + its ( short ( y ) ) + " ) " ;
}
}
if ( c - > wall & &
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! ( ( c - > wall = = waFloorA | | c - > wall = = waFloorB ) & & c - > item ) ) {
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out + = " , " ; out + = XLAT1 ( winf [ c - > wall ] . name ) ;
if ( c - > wall = = waRose ) out + = " ( " + its ( 7 - rosephase ) + " ) " ;
if ( ( c - > wall = = waBigTree | | c - > wall = = waSmallTree ) & & c - > land ! = laDryForest )
help =
" Trees in this forest can be chopped down. Big trees take two turns to chop down. " ;
else if ( c - > wall ! = waSea & & c - > wall ! = waPalace )
if ( ! ( ( c - > wall = = waCavefloor | | c - > wall = = waCavewall ) & & c - > land = = laEmerald ) )
help = generateHelpForWall ( c - > wall ) ;
}
if ( isActivable ( c ) ) out + = XLAT ( " (touch to activate) " ) ;
if ( hasTimeout ( c ) ) out + = " [ " + turnstring ( c - > wparam ) + " ] " ;
if ( isReptile ( c - > wall ) )
out + = " [ " + turnstring ( ( unsigned char ) c - > wparam ) + " ] " ;
if ( c - > monst ) {
out + = " , " ; out + = XLAT1 ( minf [ c - > monst ] . name ) ;
if ( hasHitpoints ( c - > monst ) )
out + = " ( " + its ( c - > hitpoints ) + " HP) " ;
if ( isMutantIvy ( c ) )
out + = " ( " + its ( ( c - > stuntime - mutantphase ) & 15 ) + " *) " ;
else if ( c - > stuntime )
out + = " ( " + its ( c - > stuntime ) + " *) " ;
if ( c - > monst = = moTortoise & & tortoise : : seek ( ) )
out + = " " + tortoise : : measure ( tortoise : : getb ( c ) ) ;
help = generateHelpForMonster ( c - > monst ) ;
}
if ( c - > item & & ! itemHiddenFromSight ( c ) ) {
out + = " , " ;
out + = XLAT1 ( iinf [ c - > item ] . name ) ;
if ( c - > item = = itBarrow ) out + = " (x " + its ( c - > landparam ) + " ) " ;
if ( c - > item = = itBabyTortoise & & tortoise : : seek ( ) )
out + = " " + tortoise : : measure ( tortoise : : babymap [ c ] ) ;
if ( ! c - > monst ) help = generateHelpForItem ( c - > item ) ;
}
if ( isPlayerOn ( c ) & & ! shmup : : on ) out + = XLAT ( " , you " ) , help = generateHelpForMonster ( moPlayer ) ;
shmup : : addShmupHelp ( out ) ;
if ( rosedist ( c ) = = 1 )
out + = " , wave of scent (front) " ;
if ( rosedist ( c ) = = 2 )
out + = " , wave of scent (back) " ;
if ( sword : : at ( c ) ) out + = " , Energy Sword " ;
if ( rosedist ( c ) | | c - > land = = laRose | | c - > wall = = waRose )
help + = s0 + " \n \n " + rosedesc ;
if ( isWarped ( c ) & & ! isWarped ( c - > land ) )
out + = " , warped " ;
if ( isWarped ( c ) )
help + = s0 + " \n \n " + warpdesc ;
}
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# if CAP_ROGUEVIZ
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rogueviz : : describe ( c ) ;
# endif
if ( mousey < vid . fsize * 3 / 2 ) getcstat = SDLK_F1 ;
}
void showHelp ( ) {
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gamescreen ( 2 ) ;
cmode = sm : : HELP | sm : : DOTOUR ;
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getcstat = SDLK_ESCAPE ;
if ( help = = " HELPFUN " ) {
help_delegate ( ) ;
return ;
}
if ( help = = " @ " ) help = buildHelpText ( ) ;
string help2 ;
if ( help [ 0 ] = = ' @ ' ) {
int iv = help . find ( " \t " ) ;
int id = help . find ( " \n " ) ;
dialog : : init ( help . substr ( iv + 1 , id - iv - 1 ) , atoi ( help . c_str ( ) + 1 ) , 120 , 100 ) ;
dialog : : addHelp ( help . substr ( id + 1 ) ) ;
}
else {
dialog : : init ( " help " , forecolor , 120 , 100 ) ;
dialog : : addHelp ( help ) ;
}
if ( help = = buildHelpText ( ) ) dialog : : addItem ( " credits " , ' c ' ) ;
dialog : : display ( ) ;
keyhandler = [ ] ( int sym , int uni ) {
dialog : : handleNavigation ( sym , uni ) ;
if ( sym = = SDLK_F1 & & help ! = " @ " )
help = " @ " ;
else if ( uni = = ' c ' )
help = buildCredits ( ) ;
else if ( doexiton ( sym , uni ) )
popScreen ( ) ;
} ;
}
void gotoHelp ( const string & h ) {
help = h ;
pushScreen ( showHelp ) ;
}