// Hyperbolic Rogue -- the Tutorial/presentation // Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details /** \file tour.cpp * \brief the Tutorial and presentation system */ #include "hyper.h" namespace hr { #if CAP_TOUR /** \brief Variables and function related to Guided Tour and other presentations. */ EX namespace tour { /** \brief are we currently in a presentation */ EX bool on; /** \brief should the presentation texts be shown */ EX bool texts = true; EX string tourhelp; /** \brief index of the current slide */ EX int currentslide; #if HDR /** \brief a parameter for the slides' action function */ enum presmode { pmStartAll = 0, pmStart = 1, pmFrame = 2, pmStop = 3, pmKey = 4, pmRestart = 5, pmAfterFrame = 6, pmGeometry = 11, pmGeometryReset = 13, pmGeometryStart = 15 }; /** \brief slide definition */ struct slide { /** \brief title of this slide */ string name; /** \brief ID (currently unused */ int unused_id; /** \brief various flags */ flagtype flags; /** \brief the helptext */ string help; /** \brief This function is called while this slide is displayed. Parameter hr::tour::presmode mode says what should be done */ function action; }; /** \brief in which geometries does this slide work */ namespace LEGAL { enum flagtype { NONE, UNLIMITED, HYPERBOLIC, ANY, NONEUC }; } /** \brief when Enter pressed while showing the text, skip to the next slide immediately */ static const flagtype QUICKSKIP=8; /** \brief The final slide. Shows where the presentation ends */ static const flagtype FINALSLIDE=16; /** \brief Pressing Enter while in another geometry should change slides immediately */ static const flagtype QUICKGEO=32; /** \brief This slide should be displayed in sidescreen mode */ static const flagtype SIDESCREEN = 64; /** \brief When changing geometries, show the name of the slide, instead of the current land */ static const flagtype USE_SLIDE_NAME = 128; #endif EX vector restorers; #if HDR template void slide_backup(T& what, T value) { T backup = what; restorers.push_back([&what, backup] { what = backup; }); what = value; } #endif EX void on_restore(const reaction_t& t) { restorers.push_back(t); } EX void slide_restore_all() { while(!restorers.empty()) { restorers.back()(); restorers.pop_back(); } } /** \brief an auxiliary function to enable a visualization in the Canvas land */ EX void setCanvas(presmode mode, char canv) { if(mode == pmStart) { gamestack::push(); slide_backup(patterns::whichCanvas, canv); slide_backup(firstland, laCanvas); slide_backup(specialland, laCanvas); start_game(); resetview(); } if(mode == pmStop) { gamestack::pop(); slide_restore_all(); } } /** \brief static mode: we get Orbs of Teleport to use them instead of movement */ bool sickmode; EX function getNext; EX function quickfind; EX function showland; #define GETNEXT getNext = [](eLand old) #define QUICKFIND quickfind = [](eLand l) #define SHOWLAND(f) showland = [](eLand l) { return f; } /** \brief the caption of the special command (executed by pressing '5') in the current slide */ EX string slidecommand; /** \brief hooks to execute after calling presentation */ EX hookset hooks_slide; /** \brief call action(mode) for the current slide. Also sets up some default stuff */ EX 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); } string parent_folder(const string& s) { for(int k=isize(s)-2; k>=0; k--) if(s[k] == '/') return s.substr(0, k+1); return ""; } string get_slidename(const string& s) { int i = 0; for(int k=0; k g(geometry, gEuclid); if(cwt.at->land != laCanvas && !land_validity(cwt.at->land).quality_level) { addMessage(XLAT("This land has no Euclidean version.")); return true; } } if(NUMBERKEY == '1') { dynamicval g(geometry, gSphere); if(cwt.at->land != laCanvas && !land_validity(cwt.at->land).quality_level) { addMessage(XLAT("This land has no spherical version.")); return true; } } if(geometry || CHANGED_VARIATION) { return_geometry(); return true; } presentation(pmGeometry); firstland = specialland = cwt.at->land; gamestack::push(); switch(NUMBERKEY) { case '3': set_variation(eVariation::pure); break; case '1': set_geometry(gSphere); vid.alpha = 1, vid.scale = .5; break; case '2': set_geometry(gEuclid); vid.alpha = 1, vid.scale = .5; break; } start_game(); resetview(); presentation(pmGeometryStart); string x; if(slides[currentslide].flags & USE_SLIDE_NAME) { if(NUMBERKEY == '1') x = XLAT("Spherical version of %the1. ", s0 + "'" + get_slidename(slides[currentslide].name) + "'"); if(NUMBERKEY == '2') x = XLAT("Euclidean version of %the1. ", s0 + "'" + get_slidename(slides[currentslide].name) + "'"); } else { if(NUMBERKEY == '1') x = XLAT("Spherical version of %the1. ", cwt.at->land); if(NUMBERKEY == '2') x = XLAT("Euclidean version of %the1. ", cwt.at->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(NUMBERKEY == '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(NUMBERKEY == '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(NUMBERKEY == '5') { presentation(pmKey); return true; } if(NUMBERKEY == '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(NUMBERKEY == '7') { texts = !texts; if(texts) slidehelp(); else addMessage("Help texts disabled."); return true; } if(NUMBERKEY == '8') { history::includeHistory = !history::includeHistory; return true; } if(NUMBERKEY == '9') { ss::current_folder = get_foldername(slides[currentslide].name); pushScreen(ss::showMenu); return true; } if(NUMBERKEY == '0') { tour::start(); pushScreen(showStartMenu); return true; } return false; } EX void checkGoodLand(eLand l) { if(!showland(l) && texts) gotoHelp(XLAT( "This guided tour 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 tour will not advance on its own -- you have to press Enter (not while reading help text).") ); } EX namespace ss { EX slide *wts; EX string current_folder; string slidechars = "abcdefghijklmnopqrsvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ23456789!@#$%^&*("; EX hookset hooks_extra_slideshows; EX void slideshow_menu() { dialog::init(XLAT("slideshows"), forecolor, 150, 100); dialog::addBoolItem(XLAT("Guided Tour"), wts == default_slides, 't'); dialog::add_action([] { wts = default_slides; popScreen(); }); callhooks(hooks_extra_slideshows, true); dialog::addBack(); dialog::display(); } EX void showMenu() { if(!wts) wts = slides; dialog::init(XLAT("slides"), forecolor, 150, 100); if(current_folder != "") { dialog::addTitle(current_folder, 0xFFFFFFFF, 120); dialog::addItem(XLAT("go up"), 'u'); dialog::add_action([] { current_folder = parent_folder(current_folder); }); dialog::addBreak(100); } string last = ""; int key = 0; for(int i=0; (i==0 || !(wts[i-1].flags & FINALSLIDE)); i++) { if(!in_folder(wts[i].name, current_folder)) continue; string sf = get_subname(wts[i].name, current_folder); if(sf == last) continue; last = sf; string sfd; if(sf.back() == '/') sfd = XLAT(sf.substr(0, isize(sf)-1)) + "/ "; else sfd = XLAT(sf); dialog::addBoolItem(XLAT(sf), wts == slides && in_folder(slides[currentslide].name, current_folder+sf), slidechars[key++]); dialog::add_action([i, sf] { if(sf.back() == '/') { current_folder += sf; return; } if(gamestack::pushed()) { gamestack::pop(); presentation(pmGeometryReset); } if(slides != wts) { while(tour::on) restart_game(rg::tour); slides = wts; tour::start(); } presentation(pmStop); currentslide = i; popScreenAll(); presentation(pmStart); slidehelp(); }); } dialog::addBreak(50); bool b = false; if(callhandlers(0, hooks_extra_slideshows, b)) { dialog::addItem(XLAT("change slideshow"), '1'); dialog::add_action_push(slideshow_menu); } dialog::addBack(); dialog::display(); } EX } EX void start() { currentslide = 0; vid.scale = 1; vid.alpha = 1; pmodel = mdDisk; if(!tour::on) presentation(pmStartAll); else { presentation(pmStop); stop_game(); firstland = specialland = laIce; } restart_game(rg::tour); if(tour::on) { slidehelp(); presentation(pmStart); } } string bog = "Basics of Gameplay/"; string shapes = "Hyperbolic Shapes/"; string models = "Projections of Hyperbolic Space/"; string pcg = "Procedural Generation/"; /** \brief the default presentation (the Guided Tour) */ EX slide default_slides[] = { #if ISMOBILE {"Note for mobiles", 10, LEGAL::NONE | QUICKSKIP, "This tour is designed for computers, " "and keys are given for all actions. It will " "work without a keyboard though, although less " "comfortably -- just ignore the keys " "given and select options from MENU.\n\n" "Select 'next slide' from MENU.", [] (presmode mode) { if(mode == pmStartAll) firstland = specialland = laIce; if(mode == 1) { if(tour::texts) addMessage(XLAT("Welcome to the HyperRogue Guided Tour!")); else clearMessages(); } SHOWLAND( l == laIce ); } }, #endif {"Introduction", 10, LEGAL::NONE | QUICKSKIP, "This tour is mostly aimed to show what is " "special about the geometry used by HyperRogue. " "It also shows the basics of gameplay, and " "how is it affected by geometry.\n\n" "You decide when you want to stop playing with the " "current \"slide\" and go to the next one, by pressing Enter. You can also " "press ESC to see a " "menu with other options.", [] (presmode mode) { if(mode == pmStartAll) firstland = specialland = laIce; if(mode == 1) { if(tour::texts) addMessage(XLAT("Welcome to the HyperRogue Guided Tour!")); else clearMessages(); } SHOWLAND( l == laIce ); } }, {bog+"Basics of gameplay", 11, LEGAL::ANY, "The game starts in the Icy Lands. Collect the Ice Diamonds " "(press F1 if you do not know how to move). " "After you collect many of them, monsters will start to pose a challenge.\n" "As is typical in roguelikes and other games based on tactical skill rather " "than story, if you lose, you have to start a new one from the start. " "However, in this tutorial, you can simply press '4' " "to teleport away from a bad situation." "In general, the tutorial is rigged to show you what it " "wants -- for example, in this slide, you can press '5' to get " "lots of Ice Diamonds quickly.", [] (presmode mode) { slidecommand = "gain Ice Diamonds"; if(mode == 4) forCellEx(c2, cwt.at) forCellEx(c3, c2) if(c3->wall == waNone && c3->item == itNone && c3->monst == moNone && c3 != cwt.at) c3->item = itDiamond; SHOWLAND( l == laIce ); } }, {bog+"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 if(mode == 1) rug::init(); if(mode == 3) rug::close(); slidecommand = "switch renderer"; if(mode == 4) { rug::close(); rug::rendernogl = !rug::rendernogl; rug::init(); } #endif SHOWLAND( l == laIce ); } }, {bog+"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 && !canmove) viewdists = false; // disable when killed if(mode == 3) viewdists = false; SHOWLAND( l == laIce ); } }, {bog+"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.at->move(0)->monst = moRunDog; cwt.at->move(1)->monst = moGoblin; } SHOWLAND( l == laCanvas ); } }, {shapes+"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 60 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 ); } }, {shapes+"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 ); } }, {shapes+"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 ); } }, {shapes+"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 ); } }, {shapes+"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 ); } }, {shapes+"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) { static int smart; if(mode == 1) pmodel = mdHalfplane, smart = vid.use_smart_range, vid.use_smart_range = 2; if(mode == 2) models::rotation = cwt.at->land == laDungeon ? 0 : 2; if(mode == 3) pmodel = mdDisk, models::rotation = 0, vid.use_smart_range = smart; } }, {"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 might 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 ); } }, {pcg+"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 = patterns::PAT_ZEBRA; if(mode == 3) patterns::displaycodes = false, patterns::whichPattern = patterns::PAT_NONE; SHOWLAND ( l == laCanvas ); } }, {pcg+"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 ); } }, {pcg+"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 ); } }, {pcg+"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.at->move(0); c->item = itBabyTortoise; tortoise::babymap[c] = tortoise::getb(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 ); } }, {models+"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; } }, {models+"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; } }, {models+"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; } }, {models+"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; } }, {models+"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) { static int smart; if(mode == 1) pmodel = mdBand, history::create_playerpath(), models::rotation = 0, smart = vid.use_smart_range, vid.use_smart_range = 2; if(mode == 3) { history::clear(), pmodel = mdDisk; resetview(); drawthemap(); centerpc(INF); history::includeHistory = false; vid.use_smart_range = smart; } #if CAP_SDL slidecommand = "render spiral"; if(mode == 4) history::createImage(true); if(mode == 11) history::create_playerpath(); if(mode == 13) history::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.at->land; gamestack::push(); switch_game_mode(rg::shmup); start_game(); resetview(); } if(mode == 3) { shmup::clearMonsters(); gamestack::pop(); } } }, #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 tour mode.", [] (presmode mode) { slidecommand = XLAT("leave the tour mode"); if(mode == 4) restart_game(rg::tour); } } }; /** \brief currently used set of slides */ EX 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; }); EX } #endif }