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mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-12-21 08:00:25 +00:00
hyperrogue/tour.cpp
2018-04-13 13:08:41 +02:00

774 lines
26 KiB
C++

// Hyperbolic Rogue -- the Tutorial/presentation
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
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) {
wc = patterns::whichCanvas;
patterns::whichCanvas = canv;
ld = firstland;
firstland = laCanvas;
restartGame(0, true);
}
if(mode == pmStop) {
patterns::whichCanvas = wc;
firstland = ld;
popGame();
}
}
bool sickmode;
function<eLand(eLand)> getNext;
function<bool(eLand)> quickfind;
function<bool(eLand)> showland;
#define GETNEXT getNext = [](eLand old)
#define QUICKFIND quickfind = [](eLand l)
#define SHOWLAND(f) showland = [](eLand l) { return f; }
string slidecommand;
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);
}
void slidehelp() {
if(texts && slides[currentslide].help[0])
gotoHelp(
help =
helptitle(XLAT(slides[currentslide].name), 0xFF8000) +
XLAT(slides[currentslide].help)
);
}
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(geometry || nonbitrunc) {
popGame();
if(!(flags & QUICKGEO)) return true;
}
if(flags & FINALSLIDE) return true;
presentation(pmStop);
currentslide++;
presentation(pmStart);
slidehelp();
return true;
}
if(sym == SDLK_BACKSPACE) {
if(geometry || nonbitrunc) {
popGame();
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) {
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<eGeometry> 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<eGeometry> 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) {
popGame();
presentation(pmGeometryReset);
return true;
}
presentation(pmGeometry);
if(sym == '1') targetgeometry = gSphere;
if(sym == '2') targetgeometry = gEuclid;
firstland = specialland = cwt.c->land;
restartGame(sym == '3' ? rg::bitrunc : rg::geometry, true);
presentation(pmGeometryStart);
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(
(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("Static mode enabled.");
}
else {
vid.sspeed = spd;
addMessage("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 ponentially "
"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<slide*> 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(size(slideshows) > 1) dialog::addItem(XLAT("change slideshow"), '1');
dialog::addItem(XLAT("exit menu"), '0');
dialog::display();
keyhandler = [] (int sym, int uni) {
if(uni >= 'a' && uni < 'a' + sssize) {
if(geometry || nonbitrunc) {
popGame();
presentation(pmGeometryReset);
}
if(slides != wts) {
while(tour::on) restartGame(rg::tour, false);
slides = wts;
tour::start();
}
presentation(pmStop);
currentslide = uni - 'a';
popScreenAll();
presentation(pmStart);
slidehelp();
}
else if(uni == '1') {
list(wts);
for(int i=0; i<size(slideshows)-1; i++) if(slideshows[i] == wts) {
wts = slideshows[i+1]; return;
}
wts = slideshows[0];
}
else if(doexiton(sym, uni)) { wts = NULL; popScreen(); }
};
}
}
void start() {
ss::list(default_slides);
currentslide = 0;
vid.scale = 1;
vid.alpha = 1;
pmodel = mdDisk;
if(!tour::on) presentation(pmStartAll);
else {
presentation(pmStop);
firstland = specialland = laIce;
}
restartGame(rg::tour);
if(tour::on) {
slidehelp();
presentation(pmStart);
}
}
slide default_slides[] = {
#if ISMOBILE
{"Note for mobiles", 10, LEGAL_HYPERBOLIC | QUICKSKIP,
"This tutorial 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 tutorial!"));
else clearMessages();
}
SHOWLAND( l == laIce );
}
},
#endif
{"Introduction", 10, LEGAL_HYPERBOLIC | QUICKSKIP,
"This tutorial 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 tutorial!"));
else clearMessages();
}
SHOWLAND( l == laIce );
#if CAP_ROGUEVIZ
slidecommand = "RogueViz presentation";
if(mode == 1)
help +=
"\n\nYour version of HyperRogue is compiled with RogueViz. "
"Press '5' to switch to the RogueViz slides. Watching the "
"common HyperRogue tutorial first is useful too, "
"as an introduction to hyperbolic geometry.";
if(mode == 4) {
slides = rogueviz::rvtour::rvslides;
while(tour::on) restartGame(rg::tour, false);
tour::start();
}
#endif
}
},
{"Basics of gameplay", 11, LEGAL_HYPERBOLIC,
"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.c)
forCellEx(c3, c2)
if(c3->wall == 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,
"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,
"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 = "enable 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 = "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,
"Hyperbolic geometry yields much more interesting periodic patterns "
"than Euclidean.",
[] (presmode mode) {
setCanvas(mode, 't');
if(mode == 1)
patterns::displaycodes = 2,
patterns::whichPattern = 'z';
if(mode == 3)
patterns::displaycodes = 0,
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,
"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,
"This model renders straight lines as straight, but it distorts angles.",
[] (presmode mode) {
if(mode == 1) vid.alpha = 0;
if(mode == 3) vid.alpha = 1;
}
},
{"Gans model", 44, LEGAL_ANY,
"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) vid.alpha = 400, vid.scale = 150;
if(mode == 3) vid.alpha = vid.scale = 1;
}
},
{"Band model", 45, LEGAL_NONEUC,
"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,
"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;
restartGame(rg::shmup, true);
}
if(mode == 3) {
shmup::clearMonsters();
popGame();
}
}
},
#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) restartGame(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; });
}