// Hyperbolic Rogue -- the Tutorial/presentation // Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details namespace hr { namespace tour { bool on; bool texts = true; string tourhelp; int currentslide; // modes: // 1 - enter the slide // 2 - each frame // 3 - leave the slide // 4 - quicken or modify the slide // 5 - on initgame void setCanvas(presmode mode, char canv) { static char wc; static eLand ld; if(mode == pmStart) { push_game(); wc = patterns::whichCanvas; patterns::whichCanvas = canv; ld = firstland; firstland = laCanvas; start_game(); } if(mode == pmStop) { patterns::whichCanvas = wc; firstland = ld; pop_game(); } } bool sickmode; function getNext; function quickfind; function showland; #define GETNEXT getNext = [](eLand old) #define QUICKFIND quickfind = [](eLand l) #define SHOWLAND(f) showland = [](eLand l) { return f; } string slidecommand; hookset *hooks_slide; void presentation(presmode mode) { cheater = 0; if(mode == pmStart) tourhelp = XLAT(slides[currentslide].name); if(sickmode && !items[itOrbTeleport]) items[itOrbTeleport] = 1; if(mode == pmStart) slidecommand = ""; GETNEXT { return laNone; }; QUICKFIND { return false; }; SHOWLAND(true); slides[currentslide].action(mode); callhooks(hooks_slide, mode); } void slidehelp() { if(texts && slides[currentslide].help[0]) gotoHelp( help = helptitle(XLAT(slides[currentslide].name), 0xFF8000) + XLAT(slides[currentslide].help) ); } void return_geometry() { pop_game(); vid.scale = 1; vid.alpha = 1; presentation(pmGeometryReset); addMessage(XLAT("Returned to your game.")); } bool handleKeyTour(int sym, int uni) { if(!tour::on) return false; if(!(cmode & sm::DOTOUR)) return false; bool inhelp = cmode & sm::HELP; int flags = slides[currentslide].flags; if((sym == SDLK_RETURN || sym == SDLK_KP_ENTER) && (!inhelp || (flags & QUICKSKIP))) { popScreenAll(); if(gamestack::pushed()) { return_geometry(); if(!(flags & QUICKGEO)) return true; } if(flags & FINALSLIDE) return true; presentation(pmStop); currentslide++; presentation(pmStart); slidehelp(); return true; } if(sym == SDLK_BACKSPACE) { if(gamestack::pushed()) { pop_game(); if(!(flags & QUICKGEO)) return true; } if(currentslide == 0) { slidehelp(); return true; } presentation(pmStop); currentslide--; presentation(pmStart); popScreenAll(); if(inhelp) slidehelp(); return true; } if(sym == '1' || sym == '2') { // || sym == '3') int legal = slides[currentslide].flags & 7; if(legal == LEGAL_NONE || legal == LEGAL_HYPERBOLIC) { addMessage(XLAT("You cannot change geometry in this slide.")); return true; } if(legal == LEGAL_UNLIMITED && sym == '1') { addMessage(XLAT("This does not work in bounded geometries.")); return true; } if(legal == LEGAL_NONEUC && sym == '2') { addMessage(XLAT("This does not work in Euclidean geometry.")); return true; } if(legal == LEGAL_HYPERBOLIC && sym != '3') { addMessage(XLAT("This works only in hyperbolic geometry.")); return true; } if(sym == '2') { dynamicval g(geometry, gEuclid); if(cwt.c->land != laCanvas && !land_validity(cwt.c->land).quality_level) { addMessage(XLAT("This land has no Euclidean version.")); return true; } } if(sym == '1') { dynamicval g(geometry, gSphere); if(cwt.c->land != laCanvas && !land_validity(cwt.c->land).quality_level) { addMessage(XLAT("This land has no spherical version.")); return true; } } if(geometry || nonbitrunc) { return_geometry(); return true; } presentation(pmGeometry); if(sym == '1') targetgeometry = gSphere, vid.alpha = 1, vid.scale = .5; if(sym == '2') targetgeometry = gEuclid, vid.alpha = 1, vid.scale = .5; firstland = specialland = cwt.c->land; push_game(); switch_game_mode(sym == '3' ? rg::bitrunc : rg::geometry); start_game(); presentation(pmGeometryStart); string x; if(slides[currentslide].flags & USE_SLIDE_NAME) { if(sym == '1') x = XLAT("Spherical version of %the1. ", s0 + "'" + slides[currentslide].name + "'"); if(sym == '2') x = XLAT("Euclidean version of %the1. ", s0 + "'" + slides[currentslide].name + "'"); } else { if(sym == '1') x = XLAT("Spherical version of %the1. ", cwt.c->land); if(sym == '2') x = XLAT("Euclidean version of %the1. ", cwt.c->land); } if(mousing) addMessage(x + XLAT("Click again to go back to your game.")); else addMessage(x + XLAT("Press %1 again to go back to your game.", dialog::keyname(sym))); return true; } if(sym == '3' && sphere) { if(vid.alpha < 2) vid.scale = 400, vid.alpha = 400; else vid.scale = .5, vid.alpha = 1; addMessage(XLAT("Changed the projection.")); return true; } if(sym == '4') { popScreenAll(); if(items[itOrbTeleport]) goto give_aether; items[itOrbTeleport] = 1; checkmove(); if(!canmove) { if(items[itOrbAether]) goto give_flash; give_aether: items[itOrbAether] = 10; checkmove(); if(!canmove) { give_flash: activateFlash(); canmove = true; } } else addMessage(XLAT( (vid.shifttarget&1) ? "Shift-click a location to teleport there." : "Click a location to teleport there." )); return true; } if(sym == '5') { presentation(pmKey); return true; } if(sym == '6') { sickmode = !sickmode; static ld spd; if(sickmode == true) { spd = vid.sspeed, vid.sspeed = 5; addMessage(XLAT("Static mode enabled.")); } else { vid.sspeed = spd; addMessage(XLAT("Static mode disabled.")); } return true; } if(sym == '7') { texts = !texts; if(texts) slidehelp(); else addMessage("Help texts disabled."); return true; } if(sym == '8') { conformal::includeHistory = !conformal::includeHistory; return true; } if(sym == '9') { pushScreen(ss::showMenu); return true; } return false; } void checkGoodLand(eLand l) { if(!showland(l) && texts) gotoHelp(XLAT( "This tutorial is different than most other game tutorials -- " "you are not forced to do anything, and you can go wherever you want.\n\n" "However, %the1 is not what we are talking about now. " "We will not explain this land at the moment, and you could potentially " "get lost there.\n\n" "Remember that you can get to the next slide by pressing Enter.", l ) + XLAT(" This tutorial will not advance on its own -- you have to press Enter (not while reading help text).") ); } namespace ss { vector slideshows; slide *wts; void list(slide *ss) { for(auto s: slideshows) if (s == ss) return; slideshows.push_back(ss); } int sssize; void showMenu() { if(!wts) wts = slides; dialog::init(XLAT("slides"), forecolor, 150, 100); for(sssize=0;; sssize++) { int i = sssize; dialog::addBoolItem(XLAT(wts[i].name), wts == slides && i == currentslide, 'a'+i); if(wts[i].flags & FINALSLIDE) break; } dialog::addBreak(50); if(isize(slideshows) > 1) dialog::addItem(XLAT("change slideshow"), '1'); dialog::addBack(); dialog::display(); keyhandler = [] (int sym, int uni) { if(uni >= 'a' && uni < 'a' + sssize) { if(geometry || nonbitrunc) { pop_game(); presentation(pmGeometryReset); } if(slides != wts) { while(tour::on) restart_game(rg::tour); slides = wts; tour::start(); } presentation(pmStop); currentslide = uni - 'a'; popScreenAll(); presentation(pmStart); slidehelp(); } else if(uni == '1') { list(wts); for(int i=0; iwall == waNone && c3->item == itNone && c3->monst == moNone && c3 != cwt.c) c3->item = itDiamond; SHOWLAND( l == laIce ); } }, {"Hypersian Rug model", 21, LEGAL_HYPERBOLIC, "New players think that the action of HyperRogue takes place on a sphere. " #if CAP_RUG "This is not true -- the next slide will show the surface HyperRogue " "actually takes place on.\n\n" "Use arrow keys to rotate the model, and Page Up/Down to zoom.\n\n" "If you do not see anything, press '5' to try a safer renderer.", #else "This is not true -- the Tutorial in the native desktop version shows " "the surface HyperRogue actually takes place on.", #endif [] (presmode mode) { #if CAP_RUG static int wm, mm; if(mode == 1) { rug::init(); wm = vid.wallmode; mm = vid.monmode; vid.wallmode = 3; vid.monmode = 2; } if(mode == 3) { rug::close(); vid.wallmode = wm; vid.monmode = mm; } slidecommand = "switch renderer"; if(mode == 4) { rug::close(); rug::rendernogl = !rug::rendernogl; rug::init(); } #endif SHOWLAND( l == laIce ); } }, {"Expansion", 22, LEGAL_ANY | USE_SLIDE_NAME, "The next slide shows the number of cells in distance 1, 2, 3, ... from you. " "It grows exponentially: there are more than 10^100 cells " "in radius 1000 around you, and you will move further away during the game!\n\n" "This is extremely important in the design of HyperRogue. " "HyperRogue has many navigational puzzles -- what would be simple in Euclidean world " "is extremely tricky " "in hyperbolic geometry (you want to reach a specific location 20 cells away, " "which of the thousands of possible directions should you take?); however, other things virtually impossible in Euclidean " "world become easy in HyperRogue. " "HyperRogue had to be specially designed so that it is impossible to grind the " "infinite world. There are almost no permanent upgrades; collecting treasures " "brings you benefits, but trying to get too many of the same kind is extremely dangerous.", [] (presmode mode) { if(mode == 1) viewdists = true; if(mode == 2) viewdists = canmove; // disable when killed if(mode == 3) viewdists = false; SHOWLAND( l == laIce ); } }, {"Tiling and Tactics", 23, LEGAL_ANY | USE_SLIDE_NAME, "The tactics of fighting simple monsters, such as the Yetis from the Icy Lands, " "might appear shallow, but hyperbolic geometry is essential even there. " "In the next slide, you are attacked by two monsters at once. " "You can make them line up simply by " "running away in a straight line. " "Press '2' to try the same in the Euclidean world -- it is impossible.", [] (presmode mode) { setCanvas(mode, 'F'); if(mode == 5) { cwt.c->mov[0]->monst = moRunDog; cwt.c->mov[1]->monst = moGoblin; } SHOWLAND( l == laCanvas ); } }, {"Straight Lines", 24, LEGAL_ANY, "Hyperbolic geometry has been discovered by the 19th century mathematicians who " "wondered about the nature of paralellness. Take a line L and a point A. " "Can a world exist where there is more than one line passing through A " "which does not cross L?\n\n" "The Icy Land will be very dangerous if you have lots of Ice Diamonds -- " "lots of Yetis and Ice Wolves hunting you! But the other lands, where " "you have no treasures yet, will still be (relatively) safe.\n\n" "Wander further, and you should find Crossroads quickly -- " "the Great Walls are straight lines, and indeed, they work differently than in " "Euclidean. On the other side of Great Walls, you see other lands -- " "there are about 50 lands in HyperRogue, based " "on different mechanics and aspects of hyperbolic geometry.", [] (presmode mode) { GETNEXT { if(isCrossroads(old)) return pick( pick(laRedRock, laWarpCoast, laMirror), pick(laLivefjord, laAlchemist, laHell), pick(laJungle, laDesert, laRose), pick(laGraveyard, laMotion, laDryForest) ); else return laCrossroads; }; SHOWLAND( l == laCrossroads || l == laIce ); } }, {"Running Dogs", 25, LEGAL_ANY, "To learn more about straight lines, " "wander further, and you should find the Land of Eternal Motion. " "Try to run in a straight line, with a Running Dog next to you. " "Even though the Running Dog runs at the same speed as you, " "it will appear to go slower -- this is because you are running " "in a straight line, and the Running Dog has to run in a curve " "called an equidistant.\n\n" #if ISMAC "Remember that you can click with right Shift on anything to get more information.", #else "Remember that you can right click on anything to get more information.", #endif [] (presmode mode) { GETNEXT { if(isCrossroads(old)) return pick(laMotion, laNone); else if(old == laMotion) return laCrossroads; else return laMotion; }; SHOWLAND( l == laCrossroads || l == laMotion ); } }, {"Equidistants", 27, LEGAL_ANY, "Equidistants are curves which are at some fixed distance from a " "straight line. Some lands in HyperRogue are based on equidistants; " "you should see them after wandering a bit more.\n\n" "This tutorial gives you freedom to go wherever you choose, " "but we do not recommend going deep into the Dungeon or the Ocean -- " "getting back might be difficult.", [] (presmode mode) { GETNEXT { if(isCrossroads(old)) return hrand(100) < 20 ? laNone : pick(laOcean, laIvoryTower, laDungeon, laEndorian); else return laCrossroads; }; SHOWLAND( l == laCrossroads || l == laDungeon || l == laOcean || l == laIvoryTower || l == laEndorian ); } }, {"Circles", 26, LEGAL_ANY, "Circles are strange in hyperbolic geometry too. " "Look for the Castle of Camelot in the Crossroads; " "the Round Table inside is a circle of radius 28. " "Finding its center is a difficult challenge.\n\n" "Press '5' to cheat by seeing the smaller circles too.\n\n" "Note: Camelot and some other lands are unlocked earlier in the Tutorial than in a real game.", [] (presmode mode) { slidecommand = camelotcheat ? XLAT("enable the Camelot cheat") : XLAT("disable the Camelot cheat"); if(mode == 4) camelotcheat = !camelotcheat; GETNEXT { if(!isCrossroads(old)) return laCrossroads; return laNone; }; QUICKFIND { return (l == laCamelot); }; SHOWLAND( l == laCrossroads || l == laCamelot ); } }, {"Horocycles", 28, LEGAL_ANY, "Horocycles are similar to circles, but you cannot reach their center at all -- " "they can be understood as limit circles of infinite radius centered in some point " "in infinity (also called an ideal point).\n\n" "Go to R'Lyeh, and you should quickly find a Temple of Cthulhu there. " "Each circle of columns is actually a horocycle. Horocycles in a given " "temple are concentric, and there is an infinite number of them.", [] (presmode mode) { GETNEXT { if(isCrossroads(old)) return pick(laRlyeh, laNone, laNone); else return pick(laCrossroads, old == laRlyeh ? laNone : laRlyeh); }; QUICKFIND { return (l == laTemple); }; SHOWLAND ( l == laCrossroads || l == laRlyeh || l == laTemple ); } }, {"Half-plane model", 47, LEGAL_HYPERBOLIC, "The game is normally displayed in the so called Poincaré disk model, " "which is a kind of a map of the infinite hyperbolic world. " "There are many projections of Earth, but since Earth is curved, " "all of them have to distort distances or angles in some way -- " "the same is true in hyperbolic geometry. " "The next slide shows another model, called the Poincaré upper half-plane model. In this model, " "horocycles centered at one specific ideal point are drawn as straight lines.", [] (presmode mode) { if(mode == 1) pmodel = mdHalfplane; if(mode == 2) conformal::rotation = cwt.c->land == laDungeon ? 0 : 2; if(mode == 3) pmodel = mdDisk, conformal::rotation = 0; } }, {"Curvature", 29, LEGAL_ANY, "Now, go to the Burial Grounds and find an Orb of the Sword. The Sword appears to " "always be facing in the same direction whatever you do, and it appears that " "you have to rotate the sword to excavate the treasures; " "yet, it is possible to excavate them! You migth have already noticed " "that the world rotates after you move around a loop and return to an old " "place.\n\n" "This is related to the fact that the world of HyperRogue is curved, and " "the sum of angles in a triangle is not equal to 180 degrees.", [] (presmode mode) { slidecommand = XLAT("gain Orb of the Sword"); if(mode == 4) items[itOrbSword] = 90; GETNEXT { if(isCrossroads(old)) return pick(laBurial, laNone, laNone); else return pick(laCrossroads, old == laBurial ? laNone : laBurial); }; QUICKFIND { return (l == laBurial && !items[itOrbSword]); }; SHOWLAND ( l == laCrossroads || l == laBurial ); } }, {"Periodic patterns", 30, LEGAL_UNLIMITED | USE_SLIDE_NAME, "Hyperbolic geometry yields much more interesting periodic patterns " "than Euclidean.", [] (presmode mode) { setCanvas(mode, 't'); if(mode == 1) patterns::displaycodes = true, patterns::whichPattern = 'z'; if(mode == 3) patterns::displaycodes = false, patterns::whichPattern = 0; SHOWLAND ( l == laCanvas ); } }, {"Periodic patterns: application", 31, LEGAL_ANY, "Many lands in HyperRogue are based around periodic patterns. " "For example, both Zebra and Windy Plains are based on the pattern " "shown in the previous slide. " "Such lands often have tree-like nature.", [] (presmode mode) { GETNEXT { if(isCrossroads(old)) return pick( pick(laWineyard, laEmerald, laPower), pick(laZebra, laWhirlwind), laPalace, laNone ); else return laCrossroads; }; SHOWLAND ( l == laCrossroads || l == laZebra || l == laWhirlwind || l == laPalace || l == laPrairie || l == laEmerald || l == laWineyard || l == laPower ); } }, {"Fractal landscapes", 32, LEGAL_UNLIMITED | USE_SLIDE_NAME, "On the following slide, the colors change smoothly in the whole infinite world. " "Again, this works better than in Euclidean geometry.", [] (presmode mode) { setCanvas(mode, 'l'); SHOWLAND ( l == laCanvas ); } }, {"Fractal landscapes: application", 33, LEGAL_ANY, "This is applied in HyperRogue to create landscapes, such as the chasms in the " "land of Reptiles or the Dragon Chasms, which you should find quickly. " "Also in the Dragon Chasms, you can find a Baby Tortoise, and try to find " "a matching adult tortoise in the Galápagos. " "There are over two millions of species, but since there is so much space in " "hyperbolic geometry, finding a matching tortoise is possible. The brighter " "the color in Galápagos is, the more aspects of the tortoises in the given " "area are matching.", [] (presmode mode) { slidecommand = "create a baby tortoise"; if(mode == 4) { cell *c = cwt.c->mov[0]; c->item = itBabyTortoise; tortoise::babymap[c] = getBits(c) ^ tortoise::getRandomBits(); } GETNEXT { if(old == laDragon) return pick(laTortoise, laTortoise, laCrossroads); else if(isCrossroads(old)) return pick(laDragon, laReptile, laNone); return laNone; }; QUICKFIND { return l == laTortoise && !items[itBabyTortoise]; }; SHOWLAND ( l == laCrossroads || l == laReptile || l == laDragon || l == laTortoise ); } }, {"Poincaré Ball model", 41, LEGAL_HYPERBOLIC, "The Poincaré disk model is a model of a hyperbolic *plane* -- you " "might wonder why are the walls rendered in 3D then.\n\n" "HyperRogue actually assumes that the floor level is an equidistant surface " "in a three-dimensional hyperbolic world, and the camera is placed above the " "plane that the surface is equidistant to (which boils down to showing " "the floor level in Poincaré disk model).\n\n" "This is shown on the next slide, in the Poincaré ball model, which is " "the 3D analog of the Poincaré disk model.", [] (presmode mode) { if(mode == 1) pmodel = mdBall; if(mode == 3) pmodel = mdDisk; } }, {"Hyperboloid model", 42, LEGAL_ANY, "Let's see more models of the hyperbolic plane. " "This model uses a hyperboloid in the Minkowski geometry; " "it is used internally by HyperRogue.", [] (presmode mode) { if(mode == 1) pmodel = mdHyperboloid; if(mode == 3) pmodel = mdDisk; } }, {"Beltrami-Klein model", 43, LEGAL_ANY | USE_SLIDE_NAME, "This model renders straight lines as straight, but it distorts angles.", [] (presmode mode) { if(mode == 1 || mode == pmGeometryReset || mode == pmGeometry) vid.alpha = 0; if(mode == 3) vid.alpha = 1; } }, {"Gans model", 44, LEGAL_ANY | USE_SLIDE_NAME, "Yet another model, which corresponds to orthographic projection of the " "sphere. Poincaré disk model, Beltrami-Klein model, and the Gans " "model are all obtained by looking at either the hyperboloid model or an " "equidistant surface from various distances.", [] (presmode mode) { if(mode == 1 || mode == pmGeometryReset || mode == pmGeometry) vid.alpha = 400, vid.scale = 150; if(mode == 3) vid.alpha = vid.scale = 1; } }, {"Band model", 45, LEGAL_NONEUC | USE_SLIDE_NAME, "The band model is the hyperbolic analog of the Mercator projection of the sphere: " "a given straight line is rendered as a straight line, and the rest of the " "world is mapped conformally, that is, angles are not distorted. " "Here, we take the straight line connecting your starting point and your " "current position -- usually the path taken by the player is surprisingly " "close to a straight line. Press '8' to see this path.\n\n" "If you want, press '5' to see it rendered as a spiral, although it takes lots of time and " "memory.", [] (presmode mode) { if(mode == 1) pmodel = mdBand, conformal::create(), conformal::rotation = 0; if(mode == 3) { conformal::clear(), pmodel = mdDisk; resetview(); drawthemap(); centerpc(INF); conformal::includeHistory = false; } #if CAP_SDL slidecommand = "render spiral"; if(mode == 4) conformal::createImage(true); if(mode == 11) conformal::create(); if(mode == 13) conformal::clear(); #endif } }, {"Conformal square model", 46, LEGAL_HYPERBOLIC, "The world can be mapped conformally to a square too.", [] (presmode mode) { if(mode == 1) pmodel = mdPolygonal, polygonal::solve(); if(mode == 3) pmodel = mdDisk; } }, #if !ISWEB {"Shoot'em up mode", 52, LEGAL_NONE | USE_SLIDE_NAME, "In the shoot'em up mode, space and time is continuous. " "You attack by throwing knives. " "Very fun with two players!\n\n" "There are other special modes too which change the gameplay or " "focus on a particular challenge.", [] (presmode mode) { if(mode == 1) { firstland = cwt.c->land; push_game(); switch_game_mode(rg::shmup); start_game(); } if(mode == 3) { shmup::clearMonsters(); pop_game(); } } }, #endif {"THE END", 99, LEGAL_ANY | FINALSLIDE, "This tour shows just a small part of what you can see in the world of HyperRogue. " "For example, " "hyperbolic mazes are much nicer than their Euclidean counterparts. " "Have fun exploring!\n\n" "Press '5' to leave the tutorial mode.", [] (presmode mode) { slidecommand = "leave the Tutorial"; if(mode == 4) restart_game(rg::tour); } } }; slide *slides = default_slides; auto a1 = addHook(hooks_frame, 100, [] () { if(tour::on) tour::presentation(tour::pmFrame); }); auto a2 = addHook(hooks_handleKey, 100, handleKeyTour); auto a3 = addHook(hooks_nextland, 100, [] (eLand l) { return tour::on ? getNext(l) : laNone; }); }}