// Hyperbolic Rogue -- help routines // Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details /** \file help.cpp * \brief Building and displaying help text */ #include "hyper.h" namespace hr { EX string help; EX function help_delegate; #if HDR struct help_extension { char key; string text; string subtext; color_t color; reaction_t action; help_extension() { color = forecolor; } help_extension(char k, string t, reaction_t a) : key(k), text(t), action(a) { color = forecolor; } }; #endif EX vector help_extensions; vector extra_keys = { "1 = orthogonal/Gans model", "2 = small Poincare model/stereographic projection", "3 = big Poincare model/stereographic projection", "4 = Klein model/gnomonic projection", "5 = change wall display mode", "6 = change grid", "7 = change heptagon marking", // "8 = change background color", // "9 = hyperboloid model", "qweasdzxc, hjklyubn, numpad = move/skip turn", "arrows = panning", "o = world overview", "v = menu", "F1 = help", "F5 = restart game", "F10 = quit game", "Esc = quest status", "Alt+Enter = full screen", "Alt = highlight interesting stuff", "t = use a ranged Orb (target center of the screen)", "g = drop a Dead Orb", "click left mouse button = move/skip", "shift+click left mouse button = use ranged Orb", "click right mouse button = context help", "mousewheel up = panning", "hold middle mouse button = panning", "mousewheel down = move/skip", "shift + mousewheel = change projection", "ctrl + mousewheel = change zoom", "ctrl + shift + mousewheel = change both projection and zoom", "ctrl + hold middle button = move the screen", "shift + middle button = reset position", "shift + F2 = disable the HUD", "shift + F3 = disable the FPS", "shift + F4 = disable the map" }; void buildHelpText() { DEBBI(DF_GRAPH, ("buildHelpText")); help = XLAT("Welcome to HyperRogue"); #if ISANDROID help += XLAT(" for Android"); #endif #if ISIOS help += XLAT(" for iOS"); #endif help += XLAT("! (version %1)\n\n", VER); help += 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!" ); help += XLAT(" (press ESC for some hints about it)."); help += "\n\n"; if(!shmup::on && !hardcore) help += 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" ); if(shmup::on) { help += XLAT( "Shmup (shoot'em up) mode: You can play a hyperbolic shoot'em up game. The game is based " "on the usual turn-based grid-based HyperRogue, but there are some changes. You fight by " "throwing knives, and you have three extra lives. There are no allies, so all Orbs " "related to allies give you extra lives instead (up to 5). Some other rules have been " "adapted too.\n\n"); } if(shmup::on && multi::players > 1) { help += XLAT( "Multiplayer: Play cooperatively (locally); treasures, kills, and deaths are calculated " "for each player too, for more competitive play. Orbs and treasures are shared, orbs drain " "faster, knives recharge slower, and player characters are not allowed to separate.\n\n"); } if(multi::players > 1 && !shmup::on) { help += XLAT( "Turn-based multiplayer: Turns are executed in parallel. A player can leave the game " "by pressing a designated key (useful when about to get killed or lost). The following " "Orbs work to bring such players back: "); help += XLATN(iinf[itOrbLife].name); help += ", "; help += XLATN(iinf[itOrbFriend].name); help += ", "; help += XLATN(iinf[itOrbUndeath].name); help += ", "; help += XLATN(iinf[itOrbTeleport].name); help += ", "; help += XLATN(iinf[itOrbSafety].name); help += "\n\n"; } #if CAP_INV if(inv::on) help += XLAT( inv::helptext ); else #endif help += 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"); help += "\n\n"; #if ISMOBILE help += 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 if(DEFAULTCONTROL) help += 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" ); help += XLAT( "You can right click any element to get more information about it.\n\n" ); #if ISMAC help += XLAT("(You can also use right Shift)\n\n"); #endif #endif help += XLAT("See more on the website: ") + "http//roguetemple.com/z/hyper/\n\n"; #if CAP_TOUR help += XLAT("Try the Guided Tour to help with understanding the " "geometry of HyperRogue (menu -> special modes).\n\n"); #endif help += XLAT("Still confused? Read the FAQ on the HyperRogue website!\n\n"); help_extensions.clear(); help_extensions.push_back(help_extension{'c', XLAT("credits"), [] () { buildCredits(); }}); #if ISMOBILE == 0 help_extensions.push_back(help_extension{'k', XLAT("advanced keyboard shortcuts"), [] () { help = ""; for(string s: extra_keys) help += s, help += "\n\n"; }}); #endif } EX string standard_help() { return XLAT("Press F1 or right click for help"); } EX void buildCredits() { help = ""; help += XLAT("game design, programming, texts and graphics by Zeno Rogue \n\n"); if(lang() != 0) help += XLAT("add credits for your translation here"); #if !NOLICENSE help += XLAT( "released under GNU General Public License version 2 and thus " "comes with absolutely no warranty; see COPYING for details\n\n" ); #endif help += XLAT( "special thanks to the following people for their bug reports, feature requests, porting, and other help:\n\n%1\n\n", "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, " "Kojiguchi Kazuki, baconcow, Alan, SurelyYouJest, hotdogPi, DivisionByZero, xXxWeedGokuxXx, jpystynen, Dmitry Marakasov, Alexandre Moine, Arthur O'Dwyer, " "Triple_Agent_AAA, bluetailedgnat, Allalinor, Shitford, KittyTac, Christopher King, KosGD, TravelDemon, Bubbles, rdococ, frozenlake, MagmaMcFry, " "Snakebird Priestess, roaringdragon2, Stopping Dog, bengineer8, Sir Light IJIJ, ShadeBlade, Saplou, shnourok, Ralith, madasa, 6% remaining, Chimera245, Remik Pi, alien foxcat thing" ); #ifdef EXTRALICENSE help += EXTRALICENSE; #endif #if !ISMOBILE help += XLAT( "\n\nSee sounds/credits.txt for credits for sound effects" ); #endif if(musiclicense != "") help += musiclicense; } string pushtext(stringpar p) { string s = XLAT( "\n\nNote: when pushing %the1 off a heptagonal cell, you can control the pushing direction " "by clicking left or right half of the heptagon.", p); #if !ISMOBILE 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. "); } EX string helptitle(string s, color_t col) { return "@" + its(col) + "\t" + s + "\n"; } string princessReviveHelp() { if(inv::on) return ""; 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) { if(inv::on) return; eOrbLandRelation olr = getOLR(oi.orb, getPrizeLand()); eItem tr = treasureType(oi.l); eItem tt = treasureTypeUnlock(cwt.at->land, oi.orb); if(olr == olrGuest) { for(auto& oi1: orbinfos) if((oi1.flags & orbgenflags::NATIVE) && oi1.orb == oi.orb) tr = treasureType(oi1.l); } help += "\n\n" + XLAT(olrDescriptions[olr], cwt.at->land, tr, tt); int t = items[tr] * landMultiplier(oi.l); if(t >= 25) if(olr == olrPrize25 || olr == olrPrize3 || olr == olrGuest || olr == olrMonster || olr == olrAlways) { for(auto& oi1: orbinfos) if((oi1.flags & orbgenflags::NATIVE) && oi1.orb == oi.orb) { help += XLAT("\nSpawn rate (as prize Orb): %1%/%2\n", its(int(.5 + 100 * orbprizefun(t))), its(oi1.gchance)); } } if(t >= 10) if(olr == olrHub) { help += XLAT("\nSpawn rate (in Hubs): %1%/%2\n", its(int(.5 + 100 * orbcrossfun(t))), its(oi.gchance)); } } string other_geometry() { return XLAT("Note: the rules above correspond to the standard geometry; actual rules in other geometries may be different. "); } string other_land() { return XLAT("Note: the rules refer to colors which are not visible in other lands. "); } string other_geometry_land() { if(S7 != 7 || !BITRUNCATED) return other_geometry(); else return other_land(); } string forbidden_marked() { return XLAT("When the 'mark heptagons' option (hotkey '7') is on, forbidden moves are marked."); } string forbidden_unmarked() { return XLAT("When the 'mark heptagons' option (hotkey '7') is on, moves between unmarked cells are forbidden."); } string hyperstone_optional = "Completing the quest in this land is not necessary for the Hyperstone Quest."; string power_help = "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."; EX string generateHelpForItem(eItem it) { string help = helptitle(XLATN(iinf[it].name), iinf[it].color); #if CAP_CRYSTAL if(it == itCompass && cryst) help += crystal::compass_help(); else #endif help += XLAT(iinf[it].help); if(it == itSavedPrincess || it == itOrbLove) if(!inv::on) help += princessReviveHelp(); if(it == itTrollEgg) help += XLAT("\n\nAfter 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\nEasy %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."); } #if ISMOBILE==1 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("\nThis is a ranged Orb. "); #if ISMOBILE if(vid.shifttarget&2) help += XLAT("\nRanged Orbs can be targeted by long touching the desired location."); else help += XLAT("\nRanged Orbs can be targeted by touching the desired location."); #else if(vid.shifttarget&1) help += XLAT("\nRanged Orbs can be targeted by shift-clicking the desired location. "); else help += XLAT("\nRanged Orbs can be targeted by clicking the desired location. "); help += XLAT("You can also scroll to the desired location and then press 't'."); #endif help += XLAT("\nYou can never target cells which are adjacent to the player character, or ones out of the sight range."); } #if ISMOBILE 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\nThis Orb is triggered on your first attack or illegal move."); if(it == itOrbShield) help += XLAT("\n\nThis 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 == itOrbWinter) help += XLAT("\n\nThis orb also allows you to collect items encased in ice."); if(it == itOrbIntensity && inv::on) help += XLAT("\n\nIn the Orb Strategy Mode, the effect is increased to +100%."); if(it == itOrbEmpathy) { int cnt = 0; for(int i=0; i 0) { help += XLAT("\n\nOrb unlocked: %1", oi.orb); describeOrb(help, oi); } else if(oi.l == cwt.at->land || inv::on) { help += XLAT("\n\nSecondary orb: %1", oi.orb); describeOrb(help, oi); } } } } if(it == itOrb37 && (S7 != 7 || !BITRUNCATED)) help += "\n\n" + other_geometry() + forbidden_unmarked(); if(it == itOrbLava && (S7 != 7 || !BITRUNCATED)) help += "\n\n" + other_geometry() + forbidden_unmarked(); if(among(it, itOrbSide2, itOrbSide3) && !among(S7, 6, 7)) help += "\n\n" + other_geometry() + XLAT("This orb lets you attack adjacent cells %1 steps from the primary target.", its(it - itOrbSide1 + 1)); #if CAP_INV if(inv::on && it == itInventory) help += "\n\n" + XLAT(inv::helptext); #endif if(in_full_game() && !required_for_hyperstones(it) && it != itHyperstone) help += "\n\n" + XLAT(hyperstone_optional); #if CAP_DAILY if(daily::on && it == itOrbLove) help += "\n\n" + XLAT("The Orb of Love gives no bonus score in the Strange Challenge."); #endif return help; } void addMinefieldExplanation(string& s) { s += XLAT( "\n\nOnce you collect a Bomberbird Egg, " "stepping on a cell with no adjacent mines also reveals the adjacent cells. " "Collecting even more Eggs will increase the radius." ); s += "\n\n"; #if ISMOBILE==0 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 } EX 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) && PURE) 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 = isize(s); if(s[siz-1] == '\n') s.resize(siz-1); char buf[100]; sprintf(buf, " (%d/%d)", current, req); s += buf; s += "\n"; } EX string generateHelpForMonster(eMonster m) { string s = helptitle(XLATN(minf[m].name), minf[m].color); if(m == moPlayer) { #if CAP_TOUR if(tour::on || peace::on) 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 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\nThis is a part of a monster. It does not count for your total kills.", m); if(isFriendly(m)) s += XLAT("\n\nThis is a friendly being. It does not count for your total kills.", m); if(m == moTortoise) s += XLAT("\n\nTortoises are not monsters! They are just annoyed. They do not count for your total kills.", m); if(isGhost(m)) s += XLAT("\n\nA Ghost never moves to a cell which is adjacent to another Ghost of the same kind.", m); if(m == moMutant) { using namespace clearing; if(direct) s += XLAT("\n\nLeaves cut directly: %1", its(direct)); if(kills[moMutant]) s += XLAT("\n\nLeaves cut onscreen: %1", its(kills[moMutant])); if(imputed.nonzero()) s += XLAT("\n\nLeaves cut offscreen (approximately): %1", imputed.get_str(10000)); } eItem it = frog_power(m); if(it) s += XLAT("\n\nThis Frog uses the power of %the1. You get 5 charges yourself for killing it.", it); if(m == moBat || m == moEagle) s += XLAT("\n\nFast flying creatures may attack or go against gravity only in their first move.", m); if(m == moAltDemon) s += "\n\n" + other_geometry_land() + forbidden_unmarked(); if(among(m, moHexDemon, moHexSnake, moHexSnakeTail)) s += "\n\n" + other_geometry_land() + forbidden_marked(); if(among(m, moKrakenT, moKrakenH) && (S7 != 7 || !BITRUNCATED)) s += "\n\n" + other_geometry() + XLAT("Forbidden cells are marked with a different color."); return s; } void add_reqs(eLand l, string& s) { back: switch(l) { #define LAND(a,b,c,d,e,f,g) case c: #define REQ(x) x return; #define REQAS(x,y) y l = x; goto back; #define GOLD(x) NUMBER(gold(), x, XLAT("Treasure required: %1 $$$.\n", its(x))) #define KILL(who, where) NUMBER(kills[who], 1, XLAT("Kills required: %1 (%2).\n", who, where)) #define ITEMS(kind, number) NUMBER(items[kind], number, XLAT("Treasure required: %1 x %2.\n", its(number), kind)) #define NEVER ; #define ALWAYS s += XLAT("Always available.\n"); #define KILLS(x) NUMBER(tkills(), x, XLAT("Kills required: %1.\n", its(x))) #define AKILL(who, where) s += XLAT("Alternatively: kill a %1 in %the2.\n", who, where); buteol(s, kills[who], 1); #define ORD(a, b) b a #define ALT(x) // if([&] { x return true; } ()) return true; #define NUMBER(val, required, description) s += description; buteol(s, val, required); #define COND(x,y) s += (y); #define ITEMS_TOTAL(list, z) \ { int now = 0; string t = ""; for(eItem i: list) { if(t!="") t += " + "; t += XLATN(iinf[i].name); now += items[i]; } s += XLAT("Treasure required: %1 x %2.\n", its(z), t); buteol(s, now, z); } #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); #include "content.cpp" case landtypes: return; } } EX 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"; add_reqs(l, s); if(l == laPower && inv::on) help += XLAT(power_help) + "\n\n"; 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(in_full_game() && !required_for_hyperstones(treasureType(l)) && !isCrossroads(l)) s += XLAT(hyperstone_optional); 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("\nSpecial conduct (still valid)\n"); else s += XLAT("\nSpecial conduct failed:\n"); s += XLAT( "Avoid escaping from a discharge (\"That was close\")."); } if(isHaunted(l)) { if(survivalist) s += XLAT("\nSpecial conduct (still valid)\n"); else s += XLAT("\nSpecial conduct failed:\n"); s += XLAT( "Avoid chopping trees, using Orbs, and non-graveyard monsters in the Haunted Woods." ); } #if CAP_CRYSTAL if(l == laCamelot && cryst) { if(!crystal::used_compass_inside) s += XLAT("\nSpecial conduct (still valid)\n"); else s += XLAT("\nSpecial conduct failed:\n"); s += XLAT( "Do not use compases.\n\n"); s += XLAT("Crystal Camelot is an octahedron in 'pure' 3D crystal geometry (and a similar polytope in other pure crystals), " "and an Euclidean ball in bitruncated/Goldberg crystals."); } #endif auto lv = land_validity(l); if(lv.flags & lv::display_in_help) s += "\n\n" + XLAT(lv.msg); #if !ISMOBILE if(l == laCA) { s += XLAT("\n\nOption -mineadj 1 can be added for Moore neighborhoods."); s += XLAT("\n\nHint: use 'm' to toggle cells quickly"); } #endif return s; } EX bool instat; string turnstring(int i) { if(i == 1) return XLAT("1 turn"); else return XLAT("%1 turns", its(i)); } reaction_t helpgenerator; EX string bygen(reaction_t h) { helpgenerator = h; return "HELPGEN"; } void gotoHelpFor(eLand l); void gotoHelpFor(eItem i) { help = generateHelpForItem(i); } void gotoHelpFor(eWall w) { help = generateHelpForWall(w); } void gotoHelpFor(eMonster m) { help = generateHelpForMonster(m); } EX void appendHelp(string s) { auto h = helpgenerator; if(help == "HELPGEN") bygen([h,s] { h(); help += s; }); else help += s; } unsigned char lastval; int windtotal; EX hookset hooks_mouseover; EX void describeMouseover() { DEBBI(DF_GRAPH, ("describeMouseover")); cell *c = mousing ? mouseover : playermoved ? NULL : centerover; string& out = mouseovers; if(!c || instat || getcstat != '-') { } else if(c->wall != waInvisibleFloor) { out = XLAT1(linf[c->land].name); help = bygen([c] () { gotoHelpFor(c->land); }); if(WDIM == 3 && isGravityLand(c->land)) out += " [" + its(gravityLevel(c)) + "]"; if(c->land == laTemple && c->master->alt) { int lev = -celldistAlt(c); int ts = temple_layer_size(); out += " (" + its(lev/ts+1) + ":" + its(lev%ts) + ")"; } if(isIcyLand(c)) out += " (" + fts(heat::celsius(c)) + " °C)"; if(c->land == laBrownian && c->wall == waNone) out += XLAT(" (level %1)", its(snakelevel(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 CAP_FIELD else if(c->land == laVolcano) { int id = lavatide(c, -1)/4; if(id < 96/4) out += " (" + turnstring(96/4-id) + XLAT(" to go cold") + ")"; else out += " (" + turnstring(256/4-id) + XLAT(" to submerge") + ")"; } else if(c->land == laBlizzard) { int wm = windmap::at(c); windtotal += (signed char) (wm-lastval); lastval = wm; if(c == cwt.at) windtotal = 0; out += " [" + its(windtotal) + "]"; } #endif if(c->land == laTortoise && tortoise::seek()) out += " " + tortoise::measure(getBits(c)); if(buggyGeneration) { char buf[80]; sprintf(buf, " %p H=%d M=%d", hr::voidp(c), c->landparam, c->mpdist); out += buf; } if(randomPatternsMode) out += " " + describeRPM(c->land); if(cheater && euc::in(2)) { auto co = euc2_coordinates(c); out += " (" + its(co.first); for(int i=1; imaster]; out += " (" + its(co[0]); for(int i=1; imaster); for(int i=0; i<4; i++) { if(i) out += ","; out += its(co[i]); } out += ")"; } #endif if(c->wall && !(c->wall == waChasm && c->land == laDual && ctof(c)) && !(c->land == laMemory) && !((c->wall == waFloorA || c->wall == waFloorB) && c->item)) { out += ", "; out += XLAT1(winf[c->wall].name); if(c->wall == waRose) out += " (" + its(7-rosephase) + ")"; if(c->wall == waTerraWarrior) out += " (" + its(c->landparam) + ")"; 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 && c->wall != waDeadfloor) if(!((c->wall == waCavefloor || c->wall == waCavewall) && (c->land == laEmerald || c->land == laCaves))) if(!((isAlch(c->wall) && c->land == laAlchemist))) help = bygen([c] () { gotoHelpFor(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 == moKnight) out += XLAT(", %1 the Knight", camelot::knight_name(c)); else 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 = bygen([c] () { gotoHelpFor(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->land == laHunting) { int i = ambush::size(c, c->item); if(i) out += " (" + XLAT("ambush:") + " " + its(i) + ")"; } if(c->item == itBabyTortoise && tortoise::seek()) out += " " + tortoise::measure(tortoise::babymap[c]); if(!c->monst) help = bygen([c] () { gotoHelpFor(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) appendHelp(string("\n\n") + rosedesc); if(isWarped(c) && !isWarpedType(c->land)) out += ", warped"; if(isWarped(c)) { appendHelp(string("\n\n") + XLAT(warpdesc)); if(S7 != 7 || !BITRUNCATED) if(c->item != itOrb37) appendHelp("\n\n" + other_geometry() + forbidden_unmarked()); } if(isElectricLand(c) || isElectricLand(cwt.at->land)) { using namespace elec; eCharge ch = getCharge(c); if(ch == ecCharged) appendHelp("\n\nThis cell is charged."); if(ch == ecGrounded) appendHelp("\n\nThis cell is grounded."); if(ch == ecConductor) appendHelp("\n\nThis cell is currently conductive."); if(ch == ecIsolator) appendHelp("\n\nThis cell is currently not conductive."); } } else { shmup::addShmupHelp(out); } callhooks(hooks_mouseover, c); if(mousey < vid.fsize * 3/2 && getcstat == '-' && !instat) getcstat = SDLK_F1; } EX void showHelp() { cmode = sm::HELP | sm::DOTOUR; getcstat = SDLK_ESCAPE; if(help == "HELPFUN") { help_delegate(); return; } gamescreen(2); 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); } for(auto& he: help_extensions) { if(he.subtext != "") dialog::addSelItem(he.text, he.subtext, he.key); else dialog::addItem(he.text, he.key); dialog::lastItem().color = he.color; } dialog::display(); keyhandler = [] (int sym, int uni) { dialog::handleNavigation(sym, uni); for(auto& he: help_extensions) if(uni == he.key) { // we need to copy he.action // as otherwise it could clear the extensions, // leading to errors auto act = he.action; act(); return; } if(sym == SDLK_F1) { auto i = help; buildHelpText(); if(help == i) popScreen(); } else if(doexiton(sym, uni)) popScreen(); }; } EX hookset hooks_default_help; EX void gotoHelp(const string& h) { help = h; help_extensions.clear(); pushScreen(showHelp); if(help == "@") { if(callhandlers(false, hooks_default_help)) return; #if CAP_RUG if(rug::rugged) { help = rug::makehelp(); help_extensions.push_back(help_extension{'m', XLAT("Hypersian Rug menu"), [] () { popScreen(); rug::select(); }}); help_extensions.push_back(help_extension{'h', XLAT("HyperRogue help"), [] () { buildHelpText(); }}); return; } #endif buildHelpText(); } if(help == "HELPGEN") helpgenerator(); } EX void subhelp(const string& h) { string oldhelp = help; auto ext = help_extensions; reaction_t back = [oldhelp, ext] () { help = oldhelp; help_extensions = ext; }; help = h; help_extensions.clear(); if(help == "HELPGEN") helpgenerator(); help_extensions.push_back(help_extension{'z', XLAT("back"), back}); } EX void gotoHelpFor(eLand l) { help = generateHelpForLand(l); int beastcount = 0; for(int m0=0; m0 3) help_extensions.push_back(help_extension{'b', XLAT("bestiary of %the1", l), [l, listbeasts] () { subhelp(helptitle(XLAT("bestiary of %the1", l), 0xC00000)); listbeasts(); }}); else listbeasts(); if(l == laTortoise) help_extensions.push_back(help_extension{'t', XLAT("Galápagos shading"), [] () { tortoise::shading_enabled = !tortoise::shading_enabled; }}); } }