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/**
* @file
* @brief Misc commands.
**/
#include "AppHdr.h"
#include "command.h"
#include <cctype>
#include <cinttypes>
#include <cstdio>
#include <cstring>
#include <sstream>
#include "chardump.h"
#include "colour.h"
#include "database.h"
#include "describe.h"
#include "env.h"
#include "files.h"
#include "hints.h"
#include "initfile.h"
#include "invent.h"
#include "item-prop.h"
#include "items.h"
#include "libutil.h"
#include "lookup-help.h"
#include "macro.h"
#include "message.h"
#include "options.h"
#include "prompt.h"
#include "scroller.h"
#include "showsymb.h"
#include "state.h"
#include "stringutil.h"
#include "syscalls.h"
#include "unicode.h"
#include "version.h"
#include "viewchar.h"
using namespace ui;
#ifdef USE_TILE
#include "rltiles/tiledef-gui.h"
#endif
static const char *features[] =
{
#ifdef CLUA_BINDINGS
"Lua user scripts",
#endif
#ifdef USE_TILE_LOCAL
"Tiles support",
#endif
#ifdef USE_TILE_WEB
"Webtiles support",
#endif
#ifdef WIZARD
"Wizard mode",
#endif
#ifdef DEBUG
"Debug mode",
#endif
#if defined(REGEX_POSIX)
"POSIX regexps",
#elif defined(REGEX_PCRE)
"PCRE regexps",
#else
"Glob patterns",
#endif
#if defined(USE_SOUND) && defined(SOUND_BACKEND)
SOUND_BACKEND,
#endif
#ifdef DGL_MILESTONES
"Milestones",
#endif
};
static string _get_version_information()
{
string result = string("This is <w>" CRAWL " ") + Version::Long
+ " (" CRAWL_BUILD_NAME ")</w>";
return result;
}
static string _get_version_features()
{
string result;
if (crawl_state.seed_is_known())
{
if (you.fully_seeded)
{
result += seed_description();
if (Version::history_size() > 1)
result += " (seed may be affected by game upgrades)";
}
else
result += "Game is non-seeded.";
result += "\n\n";
}
if (Version::history_size() > 1)
{
result += "Version history for your current game:\n";
result += Version::history();
result += "\n\n";
}
result += "Report bugs to: <w>" CRAWL_BUG_REPORT "</w>\n\n";
result += "<w>Features</w>\n"
"--------\n";
for (const char *feature : features)
{
result += " * ";
result += feature;
result += "\n";
}
#ifdef DEBUG
// this might be useful on a regular build too?
result += "\n<w>Paths</w>\n"
"-----";
result += make_stringf("\n<w>crawl_dir</w>: '%s'", SysEnv.crawl_dir.c_str());
if (!Options.crawl_dir_option.empty())
result += make_stringf(" (option '%s')", Options.crawl_dir_option.c_str());
result += make_stringf("\n<w>save_dir</w>: '%s'", Options.save_dir.c_str());
if (!Options.save_dir_option.empty())
result += make_stringf(" (option '%s')", Options.save_dir_option.c_str());
result += make_stringf("\n<w>macro_dir</w>: '%s'", Options.macro_dir.c_str());
if (!Options.macro_dir_option.empty())
result += make_stringf(" (option '%s')", Options.macro_dir_option.c_str());
result += "\n";
#endif
return result;
}
static string _get_version_changes()
{
// Attempts to print "Highlights" of the latest version.
FILE* fp = fopen_u(datafile_path("changelog.txt", false).c_str(), "r");
if (!fp)
return "";
string result = "";
string help;
char buf[200];
bool start = false;
while (fgets(buf, sizeof buf, fp))
{
// Remove trailing spaces.
for (int i = strlen(buf) - 1; i >= 0; i++)
{
if (isspace(buf[i]))
buf[i] = 0;
else
break;
}
help = buf;
// Look for version headings
if (starts_with(help, "Stone Soup "))
{
// Stop if this is for an older major version; otherwise, highlight
if (help.find(string("Stone Soup ")+Version::Major) == string::npos)
break;
else
goto highlight;
}
if (help.find("Highlights") != string::npos)
{
highlight:
// Highlight the Highlights, so to speak.
result += "<w>" + help + "</w>\n";
// And start printing from now on.
start = true;
}
else if (!start)
continue;
else
{
result += buf;
result += "\n";
}
}
fclose(fp);
// Did we ever get to print the Highlights?
if (start)
{
result.erase(1+result.find_last_not_of('\n'));
result += "\n\n";
result += "For earlier changes, see changelog.txt "
"in the docs/ directory.";
}
else
{
result += "For a list of changes, see changelog.txt in the docs/ "
"directory.";
}
return result;
}
//#define DEBUG_FILES
static void _print_version()
{
const string info = _get_version_information(),
feats = _get_version_features(),
changes = _get_version_changes();
auto vbox = make_shared<Box>(Widget::VERT);
#ifdef USE_TILE_LOCAL
vbox->max_size().width = tiles.get_crt_font()->char_width()*80;
#endif
auto title_hbox = make_shared<Box>(Widget::HORZ);
#ifdef USE_TILE
auto icon = make_shared<Image>();
icon->set_tile(tile_def(TILEG_STARTUP_STONESOUP));
title_hbox->add_child(std::move(icon));
#endif
auto title = make_shared<Text>(formatted_string::parse_string(info));
title->set_margin_for_sdl(0, 0, 0, 10);
title_hbox->add_child(std::move(title));
title_hbox->set_cross_alignment(Widget::CENTER);
title_hbox->set_margin_for_crt(0, 0, 1, 0);
title_hbox->set_margin_for_sdl(0, 0, 20, 0);
vbox->add_child(std::move(title_hbox));
auto scroller = make_shared<Scroller>();
auto content = formatted_string::parse_string(feats + "\n\n" + changes);
auto text = make_shared<Text>(std::move(content));
text->set_wrap_text(true);
scroller->set_child(std::move(text));
vbox->add_child(scroller);
auto popup = make_shared<ui::Popup>(vbox);
bool done = false;
popup->on_keydown_event([&](const KeyEvent& ev) {
done = !scroller->on_event(ev);
return true;
});
#ifdef USE_TILE_WEB
tiles.json_open_object();
tiles.json_write_string("information", info);
tiles.json_write_string("features", feats);
tiles.json_write_string("changes", changes);
tiles.push_ui_layout("version", 0);
popup->on_layout_pop([](){ tiles.pop_ui_layout(); });
#endif
ui::run_layout(std::move(popup), done);
}
// Output a short list of currently equipped items to the message log.
static void _list_equipment(equipment_slot first_slot, equipment_slot last_slot)
{
string jstr;
ostringstream estr;
vector<string> entries;
int max_len = 0;
for (int j = first_slot; j <= last_slot; j++)
{
const equipment_slot i = static_cast<equipment_slot>(j);
const int num_slots = you.equipment.num_slots[i];
if (num_slots == 0)
continue;
if (slot_is_melded(i))
{
entries.emplace_back(make_stringf("<darkgrey>[%s melded]</darkgrey>", equip_slot_name(i, true)));
continue;
}
vector<player_equip_entry> items = you.equipment.get_slot_entries(i);
for (int num = 0; num < num_slots; ++num)
{
int colour = MSGCOL_BLACK;
estr.str("");
estr.clear();
estr << equip_slot_name(i, true);
if (num_slots > 1)
estr << " #" << (num + 1);
estr << string(10 - estr.tellp(), ' ') << ": ";
if (num >= (int)items.size())
{
estr << "<lightgrey>(nothing)</lightgrey>";
entries.emplace_back(estr.str());
continue;
}
if (items[num].is_overflow)
estr << "<darkgrey>(occupied)</darkgrey>";
else if (items[num].melded)
estr << "<darkgrey>(unavailable)</darkgrey>";
else
{
const item_def& item = items[num].get_item();
const string item_name = item.name(DESC_INVENTORY);
colour = menu_colour(item_name, item_prefix(item), "equip", false);
if (colour == MSGCOL_BLACK)
colour = menu_colour(estr.str(), "", "equip", false);
estr << "<" << colour_to_str(colour) << ">"
<< item_name
<< "</" << colour_to_str(colour) << ">";
}
entries.emplace_back(estr.str());
if (max_len < (int)entries.back().length())
max_len = entries.back().length();
}
}
// Now print the entries to screen (using split columns if there are a lot)
int cols = get_number_of_cols() - 1;
const int width = (cols - 1) / 2;
const bool split = entries.size() > 6 && cols > 84 && max_len < width - 8;
if (!split)
{
for (size_t i = 0; i < entries.size(); ++i)
mprf(MSGCH_EQUIPMENT, "%s", entries[i].c_str());
}
else
{
for (size_t i = 0; i < entries.size(); i += 2)
{
if (i + 1 < entries.size())
{
// XXX: Must strip color tags out to get the proper actual string
// length to pad.
int pad = max(0, (int)(width - formatted_string::parse_string(entries[i]).tostring().length()));
mprf(MSGCH_EQUIPMENT, "%s%s", (entries[i].c_str() + string(pad, ' ')).c_str(),
entries[i+1].c_str());
}
else
mprf(MSGCH_EQUIPMENT, "%s", entries[i].c_str());
}
}
}
void list_armour()
{
_list_equipment(SLOT_MIN_ARMOUR, SLOT_MAX_ARMOUR);
}
void list_jewellery()
{
_list_equipment(SLOT_RING, SLOT_GIZMO);
}
static const char *targeting_help_1 =
"<h>Examine surroundings ('<w>x</w><h>' in main):\n"
"<w>Esc</w> : cancel (also <w>Space</w>, <w>x</w>)\n"
"<w>Ctrl-X</w> : list all things in view\n"
"<w>Dir.</w>: move cursor in that direction\n"
"<w>.</w> : move to cursor (also <w>Enter</w>, <w>Del</w>)\n"
"<w>g</w> : pick up item at cursor\n"
"<w>v</w> : describe monster under cursor\n"
"<w>+</w> : cycle monsters forward (also <w>=</w>)\n"
"<w>-</w> : cycle monsters backward\n"
"<w>^</w> : cycle through traps\n"
"<w>_</w> : cycle through altars\n"
"<w><<</w>/<w>></w> : cycle through up/down stairs\n"
"<w>Tab</w> : cycle through shops and portals\n"
"<w>r</w> : move cursor to you\n"
"<w>e</w> : create/remove travel exclusion\n"
;
#ifdef WIZARD
static const char *targeting_help_wiz =
"<h>Wizard targeting commands:</h>\n"
"<w>Ctrl-C</w> : cycle through beam paths\n"
"<w>D</w>: get debugging information about the monster\n"
"<w>o</w>: give item to monster\n"
"<w>F</w>: cycle monster friendly/good neutral/neutral/hostile\n"
"<w>Ctrl-H</w>: heal the monster fully\n"
"<w>P</w>: apply divine blessing to monster\n"
"<w>m</w>: move monster or player\n"
"<w>M</w>: cause spell miscast for monster or player\n"
"<w>s</w>: force monster to shout or speak\n"
"<w>S</w>: make monster a summoned monster\n"
"<w>w</w>: calculate shortest path to any point on the map\n"
"<w>\"</w>: get debugging information about a portal\n"
"<w>~</w>: polymorph monster to specific type\n"
"<w>,</w>: bring down the monster to 1 hp\n"
"<w>Ctrl-(</w>: place a mimic\n"
"<w>Ctrl-B</w>: banish monster\n"
"<w>Ctrl-K</w>: kill monster\n"
;
#endif
static const char *targeting_help_2 =
"<h>Targeting (zap wands, cast spells, etc.):\n"
"Most keys from examine surroundings work.\n"
"Some keys fire at the target. <w>Ctrl-X</w> only\n"
"lists eligible targets. By default,\n"
"range is respected and beams don't stop.\n"
"<w>Enter</w> : fire (<w>Space</w>, <w>Del</w>, <w>f</w>)\n"
"<w>.</w> : fire, stop at target\n"
"<w>@</w> : fire, stop at target, ignore range\n"
"<w>!</w> : fire, don't stop, ignore range\n"
"<w>p</w> : fire at Previous target (also <w>f</w>)\n"
"<w>:</w> : show/hide beam path\n"
"<w>Shift-Dir.</w> : fire straight-line beam\n"
" (also <w>/ Dir.</w>)\n"
"\n"
"<h>Firing mode ('<w>f</w><h>' in main):\n"
"<w>Q</w> : choose fire action.\n"
"<w>(</w> : cycle to previous suitable action\n"
"<w>)</w> : cycle to next suitable action.\n"
;
struct help_file
{
const char* name;
int hotkey;
bool auto_hotkey;
};
static help_file help_files[] =
{
{ "crawl_manual.txt", '*', true },
{ "aptitudes.txt", '%', false },
{ "quickstart.txt", '^', false },
{ "macros_guide.txt", '~', false },
{ "options_guide.txt", '&', false },
#ifdef USE_TILE_LOCAL
{ "tiles_help.txt", 't', false },
#endif
{ nullptr, 0, false }
};
// Reads all questions from database/FAQ.txt, outputs them in the form of
// a selectable menu and prints the corresponding answer for a chosen question.
static void _handle_FAQ()
{
vector<string> question_keys = getAllFAQKeys();
if (question_keys.empty())
{
mpr("No questions found in FAQ! Please submit a bug report!");
return;
}
Menu FAQmenu(MF_SINGLESELECT | MF_ANYPRINTABLE | MF_ALLOW_FORMATTING);
MenuEntry *title = new MenuEntry("Frequently Asked Questions");
title->colour = YELLOW;
FAQmenu.set_title(title);
for (unsigned int i = 0, size = question_keys.size(); i < size; i++)
{
const char letter = index_to_letter(i);
string question = getFAQ_Question(question_keys[i]);
trim_string_right(question);
MenuEntry *me = new MenuEntry(question, MEL_ITEM, 1, letter);
me->data = &question_keys[i];
FAQmenu.add_entry(me);
}
while (true)
{
vector<MenuEntry*> sel = FAQmenu.show();
if (sel.empty())
return;
else
{
ASSERT(sel.size() == 1);
ASSERT(sel[0]->hotkeys.size() == 1);
string key = *((string*) sel[0]->data);
string answer = getFAQ_Answer(key);
if (answer.empty())
{
answer = "No answer found in the FAQ! Please submit a "
"bug report!";
}
answer = "Q: " + getFAQ_Question(key) + "\n" + answer;
show_description(answer);
}
}
return;
}
////////////////////////////////////////////////////////////////////////////
int show_keyhelp_menu(const vector<formatted_string> &lines)
{
int flags = FS_PREWRAPPED_TEXT | FS_EASY_EXIT;
formatted_scroller cmd_help(flags);
cmd_help.set_tag("help");
cmd_help.set_more();
for (unsigned i = 0; i < lines.size(); ++i)
cmd_help.add_formatted_string(lines[i], i < lines.size()-1);
cmd_help.show();
return cmd_help.get_lastch();
}
void show_specific_helps(const vector<string> keys)
{
// a fancier version of this might toggle between tabs, but this just
// concatenates
vector<formatted_string> formatted_lines;
size_t i = 0;
for (const auto &key : keys)
{
string help = getHelpString(key);
trim_string_right(help);
for (const string &line : split_string("\n", help, false, true))
formatted_lines.push_back(formatted_string::parse_string(line));
i++;
if (i < keys.size())
formatted_lines.emplace_back("");
}
show_keyhelp_menu(formatted_lines);
}
void show_specific_help(const string &key)
{
show_specific_helps({ key });
}
void show_levelmap_help()
{
show_specific_help("level-map");
}
void show_targeting_help()
{
column_composer cols(2, 40);
cols.add_formatted(0, targeting_help_1, true);
#ifdef WIZARD
if (you.wizard)
cols.add_formatted(0, targeting_help_wiz, true);
#endif
cols.add_formatted(1, targeting_help_2, true);
show_keyhelp_menu(cols.formatted_lines());
}
void show_interlevel_travel_branch_help()
{
show_specific_help("interlevel-travel.branch.prompt");
}
void show_interlevel_travel_depth_help()
{
show_specific_help("interlevel-travel.depth.prompt");
}
void show_interlevel_travel_altar_help()
{
show_specific_help("interlevel-travel.altar.prompt");
}
void show_annotate_help()
{
show_specific_help("annotate.prompt");
}
void show_stash_search_help()
{
show_specific_help("stash-search.prompt");
}
void show_skill_menu_help()
{
show_specific_help("skill-menu");
}
void show_spell_library_help()
{
if (crawl_state.game_is_hints_tutorial())
{
const string help1 = hints_memorise_info() + "\n\n";
vector<formatted_string> formatted_lines;
for (const string &line : split_string("\n", help1, false, true))
{
formatted_lines.push_back(formatted_string::parse_string(line,
channel_to_colour(MSGCH_TUTORIAL)));
}
const string help2 = getHelpString("spell-library");
for (const string &line : split_string("\n", help2, false, true))
formatted_lines.push_back(formatted_string::parse_string(line));
show_keyhelp_menu(formatted_lines);
}
else
show_specific_help("spell-library");
}
static void _add_command(column_composer &cols, const int column,
const command_type cmd,
const string &desc,
const unsigned int space_to_colon = 7)
{
string command_name = command_to_string(cmd);
if (strcmp(command_name.c_str(), "<") == 0)
command_name += "<";
const int cmd_len = strwidth(command_name);
string line = "<w>" + command_name + "</w>";
for (unsigned int i = cmd_len; i < space_to_colon; ++i)
line += " ";
line += ": " + untag_tiles_console(desc) + "\n";
cols.add_formatted(
column,
line.c_str(),
false);
}
static void _add_insert_commands(column_composer &cols, const int column,
const unsigned int space_to_colon,
command_type lead_cmd, string desc,
const vector<command_type> &cmd_vector)
{
insert_commands(desc, cmd_vector);
desc += "\n";
_add_command(cols, column, lead_cmd, desc, space_to_colon);
}
static void _add_insert_commands(column_composer &cols, const int column,
string desc,
const vector<command_type> &cmd_vector)
{
insert_commands(desc, cmd_vector);
desc += "\n";
cols.add_formatted(column, desc.c_str(), false);
}
static int _color_name_width(int c)
{
// name width to use when printing palettes of paired regular+light color
// combos; the largest of the two names
static vector<int> widths = vector<int>(8, 0);
static bool widths_setup = false;
if (!widths_setup)
{
for (int fg = 0; fg < NUM_TERM_COLOURS; fg++)
{
widths[fg % 8] = max(widths[fg % 8],
static_cast<int>(colour_to_str(fg).size()));
}
widths_setup = true;
}
return widths[c % 8];
}
static string _palette_with_bg(int bg)
{
const string bg_name = colour_to_str(bg);
string s = make_stringf("<bg:%s>", bg_name.c_str());
// always show 16 foreground colors even with compat options on -- they may
// still be distinguished with bold.
for (int fg = 0; fg < NUM_TERM_COLOURS; fg++)
{
const string fg_name = colour_to_str(fg);
s += make_stringf("<%s>%-*s</%s>%s",
fg_name.c_str(),
_color_name_width(fg),
fg_name.c_str(),
fg_name.c_str(),
fg == 7 ? "\n" : "");
}
s += make_stringf("</bg:%s>\n", bg_name.c_str());
return s;
}
static void _display_diag()
{
string s;
const lib_display_info info;
// on webtiles we suppress some info that will just be confusing / not
// useful.
const bool webtiles_client
#ifdef USE_TILE_WEB
= tiles.is_controlled_from_web();
#else
= false;
#endif
// if true, mostly just display the palettes.
const bool suppress_unix_stuff =
#if defined(USE_TILE_LOCAL) || defined(TARGET_OS_WINDOWS)
true;
#else
webtiles_client;
#endif
s += make_stringf("Display type: <w>%s</w>\n", info.type.c_str());
if (!suppress_unix_stuff)
{
s += make_stringf("Terminal type (`TERM`): <w>%s</w>\n",
info.term.c_str());
}
s += make_stringf("Terminal colours: %d foreground, %d background\n\n",
info.fg_colors, info.bg_colors);
if (webtiles_client)
s+= "The webtiles client will display 16 colors.\n\n";
// TODO: should any of this be shown ever in webtiles?
if (!suppress_unix_stuff && (info.fg_colors < 16
|| info.bg_colors < 16
|| info.term == "xterm")) // hack for putty. Maybe should set a compat flag in the lib?
{
s += "Your terminal is in <red>compatibility mode</red> and may not display full colours.\n";
// hint for the putty users:
if (info.term == "xterm")
s += "For full 16-colour-mode, try setting a better TERM value than `xterm`, e.g. `xterm-256color` (most terminals) or `putty-256color` (for PuTTY).\n";
// XX is there really value in showing all of these? In 2021 in 99% of
// scenarios, I think people shouldn't mess with anything except the
// first, and that's only for cosmetic purposes, not compat purposes
s += make_stringf(
"\nCurrent terminal options (see the Options Guide for details):\n"
" `<w>allow_extended_colours</w>`: %d%s\n"
" `<w>bold_brightens_foreground</w>`: %d"
" `<w>blink_brightens_background</w>`: %d\n"
" `<w>best_effort_brighten_foreground</w>`: %d"
" `<w>best_effort_brighten_background</w>`: %d\n\n",
(int) Options.allow_extended_colours,
Options.allow_extended_colours ? " (overridden by TERM)" : "",
(int) Options.bold_brightens_foreground.to_bool(true),
(int) Options.blink_brightens_background,
(int) Options.best_effort_brighten_foreground,
(int) Options.best_effort_brighten_background);
if (info.bg_colors >= 16)
{
// these diagnostics are targeted at putty with bold_brightens_background.
// I have no freaking clue why they don't work, but this is here
// so that the player knows they are misconfigured.
s += "These two blocks should have the same background:"
" <bg:darkgrey><darkgrey>Block 1</darkgrey></bg:darkgrey>"
" <bg:darkgrey>Block 2</bg:darkgrey>\n"
"The following two spans should have continuous shading between 1 and 2:\n"
" <bg:darkgrey><darkgrey>1 2</darkgrey></bg:darkgrey>\n"
" <bg:darkgrey><darkgrey>1 2</darkgrey></bg:darkgrey>\n";
// intentional missing \n here so that the key things still fit in
// 80x25 when these diagnostics are shown
}
}
else if (!suppress_unix_stuff && bool(Options.bold_brightens_foreground))
s += "Option `bold_brightens_foreground`: force\n\n";
#ifndef USE_TILE_LOCAL
// no need to show this twice on local tiles
s += "Foreground palette:\n";
// XX should black on black -> blue be explained?
s += _palette_with_bg(BLACK);
if (!webtiles_client && info.fg_colors < 16)
s += " (Because of compatibility mode, <darkgrey>darkgrey on black renders as blue</darkgrey>.)\n";
if (!webtiles_client)
{
// webtiles and local tiles uses their own hover implementations,
// ANSI color is irrelevant
s += "\nPalette with menu highlight:\n";
s += _palette_with_bg(default_hover_colour());
}
#endif
s += "\nFull palette:\n";
const int bgs_to_show = webtiles_client ? NUM_TERM_COLOURS : info.bg_colors;
for (int bg = 0; bg < bgs_to_show; bg++)
s += _palette_with_bg(bg);
formatted_scroller fs(FS_EASY_EXIT);
fs.set_more();
fs.add_text(s);
fs.show();
}
static void _add_formatted_help_menu(column_composer &cols)
{
cols.add_formatted(
0,
"<h>Dungeon Crawl Help\n"
"\n"
"Press one of the following keys to\n"
"obtain more information on a certain\n"
"aspect of Dungeon Crawl.\n"
"<w>?</w>: List of commands\n"
"<w>^</w>: Quickstart Guide");
if (!crawl_state.game_started)
{
cols.add_formatted(0,
"<darkgrey>:: Browse character notes</darkgrey>\n"
"<darkgrey>#: Browse character dump</darkgrey>", false);
}
else
{
cols.add_formatted(0,
"<w>:</w>: Browse character notes\n"
"<w>#</w>: Browse character dump", false);
}
cols.add_formatted(0,
"<w>~</w>: Macros help\n"
"<w>&</w>: Options help\n"
"<w>%</w>: Table of aptitudes\n"
"<w>/</w>: Lookup description\n"
"<w>Q</w>: FAQ\n"
#ifdef USE_TILE_LOCAL
"<w>T</w>: Tiles key help\n"
#endif
"<w>V</w>: Version information\n"
"<w>!</w>: Display diagnostics\n"
"<w>Home</w>: This screen\n"
#ifdef __ANDROID__
// XX is this the bet place for this? It should at least be duplicated
// in `??`.
"\n"
"<h>Android Controls\n"
"\n"
"<w>Back key</w>: Alias for escape\n"
"<w>Volume keys</w>: Zoom dungeon & map\n"
"Long press for right click.\n"
"Touch with two fingers for scrolling.\n"
"Toggle keyboard icon controls the\n"
"virtual keyboard visibility.\n"
#endif
, false);
// TODO: generate this from the manual somehow
cols.add_formatted(
1,
"<h>Manual Contents\n\n"
"<w>*</w> Table of contents\n"
"<w>A</w>. Overview\n"
"<w>B</w>. Starting Screen\n"
"<w>C</w>. Attributes and Stats\n"
"<w>D</w>. Exploring the Dungeon\n"
"<w>E</w>. Experience and Skills\n"
"<w>F</w>. Monsters\n"
"<w>G</w>. Items\n"
"<w>H</w>. Spellcasting\n"
"<w>I</w>. Targeting\n"
"<w>J</w>. Religion\n"
"<w>K</w>. Mutations\n"
"<w>L</w>. Licence, Contact, History\n"
"<w>M</w>. Macros, Options, Performance\n"
"<w>N</w>. Philosophy\n"
"<w>1</w>. List of Character Species\n"
"<w>2</w>. List of Character Backgrounds\n"
"<w>3</w>. List of Skills\n"
"<w>4</w>. List of Keys and Commands\n"
"<w>5</w>. Inscriptions\n"
"<w>6</w>. Dungeon sprint modes\n");
}
static void _add_formatted_keyhelp(column_composer &cols)
{
cols.add_formatted(
0,
"<h>Movement:\n"
"To move in a direction or to attack, \n"
"use the numpad (try Numlock off and \n"
"on) or vi keys:\n");
_add_insert_commands(cols, 0, " <w>7 8 9 % % %",
{ CMD_MOVE_UP_LEFT, CMD_MOVE_UP, CMD_MOVE_UP_RIGHT });
_add_insert_commands(cols, 0, " \\|/ \\|/", {});
_add_insert_commands(cols, 0, " <w>4</w>-<w>5</w>-<w>6</w>"
" <w>%</w>-<w>%</w>-<w>%</w>",
{ CMD_MOVE_LEFT, CMD_WAIT, CMD_MOVE_RIGHT });
_add_insert_commands(cols, 0, " /|\\ /|\\", {});
_add_insert_commands(cols, 0, " <w>1 2 3 % % %",
{ CMD_MOVE_DOWN_LEFT, CMD_MOVE_DOWN,
CMD_MOVE_DOWN_RIGHT });
cols.add_formatted(
0,
"<h>Rest:\n");
_add_command(cols, 0, CMD_WAIT, "wait a turn (also <w>s</w>, <w>Del</w>)", 2);
_add_command(cols, 0, CMD_REST, "rest and long wait; stops when", 2);
cols.add_formatted(
0,
" Health or Magic become full or\n"
" something is detected. If Health\n"
" and Magic are already full, stops\n"
" when 100 turns over (<w>numpad-5</w>)\n",
false);
cols.add_formatted(
0,
"<h>Extended Movement:\n");
_add_command(cols, 0, CMD_EXPLORE, "auto-explore");
_add_command(cols, 0, CMD_INTERLEVEL_TRAVEL, "interlevel travel");
_add_command(cols, 0, CMD_SEARCH_STASHES, "Find items");
_add_command(cols, 0, CMD_FIX_WAYPOINT, "set Waypoint");
cols.add_formatted(
0,
"<w>/ Dir.</w>, <w>Shift-Dir.</w>: long walk\n"
"<w>* Dir.</w>, <w>Ctrl-Dir.</w> : attack without move \n",
false);
cols.add_formatted(
0,
"<h>Autofight:\n"
"<w>Tab</w> : attack nearest monster,\n"
" moving if necessary\n"
"<w>Shift-Tab</w>, <w>p</w> : trigger quivered action;\n"
" if targeted, aims at\n"
" nearest monster\n");
cols.add_formatted(
0,
"<h>Item types (and common commands)\n");
_add_insert_commands(cols, 0, "<cyan>)</cyan> : hand weapons (<w>%</w>ield)",
{ CMD_WIELD_WEAPON });
_add_insert_commands(cols, 0, "<brown>(</brown> : missiles (<w>%</w>uiver, "
"<w>%</w>ire, <w>%</w>/<w>%</w> cycle)",
{ CMD_QUIVER_ITEM, CMD_FIRE, CMD_CYCLE_QUIVER_FORWARD,
CMD_CYCLE_QUIVER_BACKWARD });
_add_insert_commands(cols, 0, "<cyan>[</cyan> : armour (<w>%</w>ear and <w>%</w>ake off)",
{ CMD_WEAR_ARMOUR, CMD_REMOVE_ARMOUR });
_add_insert_commands(cols, 0, "<w>?</w> : scrolls (<w>%</w>ead)",
{ CMD_READ });
_add_insert_commands(cols, 0, "<magenta>!</magenta> : potions (<w>%</w>uaff)",
{ CMD_QUAFF });
_add_insert_commands(cols, 0, "<blue>=</blue> : rings (<w>%</w>ut on and <w>%</w>emove)",
{ CMD_WEAR_JEWELLERY, CMD_REMOVE_JEWELLERY });
_add_insert_commands(cols, 0, "<red>\"</red> : amulets (<w>%</w>ut on and <w>%</w>emove)",
{ CMD_WEAR_JEWELLERY, CMD_REMOVE_JEWELLERY });
_add_insert_commands(cols, 0, "<lightred>percent</lightred> : talismans (e<w>%</w>oke)",
{ CMD_EVOKE });
_add_insert_commands(cols, 0, "<lightgrey>/</lightgrey> : wands (e<w>%</w>oke)",
{ CMD_EVOKE });
string item_types = "<lightcyan>";
item_types += stringize_glyph(get_item_symbol(SHOW_ITEM_BOOK));
item_types +=
"</lightcyan> : books (<w>%</w>emorise, <w>%</w>ap, <w>%</w>ap,\n"
" pick up to add to library)";
_add_insert_commands(cols, 0, item_types,
{ CMD_MEMORISE_SPELL, CMD_CAST_SPELL,
CMD_FORCE_CAST_SPELL });
_add_insert_commands(cols, 0, "<brown>|</brown> : staves (<w>%</w>ield)",
{ CMD_WIELD_WEAPON});
_add_insert_commands(cols, 0, "<lightgreen>}</lightgreen> : miscellaneous items (e<w>%</w>oke)",
{ CMD_EVOKE });
_add_insert_commands(cols, 0, "<yellow>$</yellow> : gold (<w>%</w> counts gold)",
{ CMD_LIST_GOLD });
cols.add_formatted(
0,
"<lightmagenta>0</lightmagenta> : the Orb of Zot\n"
" Carry it to the surface and win!\n",
false);
cols.add_formatted(
0,
"<h>Other Gameplay Actions:\n");
_add_insert_commands(cols, 0, 2, CMD_USE_ABILITY,
"use special Ability (<w>%!</w> for help)",
{ CMD_USE_ABILITY });
_add_command(cols, 0, CMD_CAST_SPELL, "cast spell, abort without targets", 2);
_add_command(cols, 0, CMD_FORCE_CAST_SPELL, "cast spell, no matter what", 2);
_add_command(cols, 0, CMD_DISPLAY_SPELLS, "list all memorised spells", 2);
_add_command(cols, 0, CMD_MEMORISE_SPELL, "Memorise a spell from your library", 2);
_add_insert_commands(cols, 0, 2, CMD_SHOUT,
"tell allies (<w>%t</w> to shout)",
{ CMD_SHOUT });
_add_command(cols, 0, CMD_PREV_CMD_AGAIN, "re-do previous command", 2);
_add_command(cols, 0, CMD_REPEAT_CMD, "repeat next command # of times", 2);
cols.add_formatted(
0,
"<h>Non-Gameplay Commands / Info\n");
_add_command(cols, 0, CMD_GAME_MENU, "game menu", 2);
_add_command(cols, 0, CMD_REPLAY_MESSAGES, "show Previous messages");
_add_command(cols, 0, CMD_REDRAW_SCREEN, "Redraw screen");
_add_command(cols, 0, CMD_CLEAR_MAP, "Clear main and level maps");
_add_command(cols, 0, CMD_MACRO_ADD, "quick add macro");
_add_command(cols, 0, CMD_MACRO_MENU, "edit macros");
_add_command(cols, 0, CMD_ANNOTATE_LEVEL, "annotate the dungeon level", 2);
_add_command(cols, 0, CMD_CHARACTER_DUMP, "dump character to file", 2);
_add_insert_commands(cols, 0, 2, CMD_MAKE_NOTE,
"add note (use <w>%:</w> to read notes)",
{ CMD_DISPLAY_COMMANDS });
_add_command(cols, 0, CMD_ADJUST_INVENTORY, "reassign inventory/spell letters", 2);
#ifdef USE_TILE_LOCAL
_add_command(cols, 0, CMD_EDIT_PLAYER_TILE, "edit player doll", 2);
#else
#ifdef USE_TILE_WEB
if (tiles.is_controlled_from_web())
{
cols.add_formatted(0, "<w>F12</w> : read messages (online play only)",
false);
}
else
#endif
_add_command(cols, 0, CMD_READ_MESSAGES, "read messages (online play only)", 2);
#endif
cols.add_formatted(
1,
"<h>Game Saving and Quitting:\n");
_add_command(cols, 1, CMD_SAVE_GAME, "Save game and exit");
_add_command(cols, 1, CMD_SAVE_GAME_NOW, "Save and exit without query");
_add_command(cols, 1, CMD_QUIT, "Abandon the current character");
cols.add_formatted(1, " and quit the game\n",
false);
cols.add_formatted(
1,
"<h>Player Character Information:\n");
_add_command(cols, 1, CMD_DISPLAY_CHARACTER_STATUS, "display character status", 2);
_add_command(cols, 1, CMD_DISPLAY_SKILLS, "show skill screen", 2);
_add_command(cols, 1, CMD_RESISTS_SCREEN, "character overview", 2);
_add_command(cols, 1, CMD_DISPLAY_RELIGION, "show religion screen", 2);
_add_command(cols, 1, CMD_DISPLAY_MUTATIONS, "show Abilities/mutations", 2);
_add_command(cols, 1, CMD_DISPLAY_KNOWN_OBJECTS, "show item knowledge", 2);
_add_command(cols, 1, CMD_MEMORISE_SPELL, "show your spell library", 2);
_add_command(cols, 1, CMD_DISPLAY_RUNES, "show runes collected", 2);
_add_command(cols, 1, CMD_LIST_ARMOUR, "display worn armour", 2);
_add_command(cols, 1, CMD_LIST_JEWELLERY, "display worn jewellery", 2);
_add_command(cols, 1, CMD_LIST_GOLD, "display gold in possession", 2);
_add_command(cols, 1, CMD_EXPERIENCE_CHECK, "display experience info", 2);
cols.add_formatted(
1,
"<h>Dungeon Interaction and Information:\n");
_add_insert_commands(cols, 1, "<w>%</w>/<w>%</w> : Open/Close door",
{ CMD_OPEN_DOOR, CMD_CLOSE_DOOR });
_add_insert_commands(cols, 1, "<w>%</w>/<w>%</w> : use staircase",
{ CMD_GO_UPSTAIRS, CMD_GO_DOWNSTAIRS });
_add_command(cols, 1, CMD_INSPECT_FLOOR, "examine occupied tile and");
cols.add_formatted(1, " pickup part of a single stack\n",
false);
_add_command(cols, 1, CMD_LOOK_AROUND, "eXamine surroundings/targets");
_add_insert_commands(cols, 1, 7, CMD_DISPLAY_MAP,
"eXamine level map (<w>%?</w> for help)",
{ CMD_DISPLAY_MAP });
_add_command(cols, 1, CMD_FULL_VIEW, "list monsters, items, features");
cols.add_formatted(1, " in view\n",
false);
_add_command(cols, 1, CMD_SHOW_TERRAIN, "toggle view layers");
_add_command(cols, 1, CMD_DISPLAY_OVERMAP, "show dungeon Overview");
_add_command(cols, 1, CMD_TOGGLE_AUTOPICKUP, "toggle auto-pickup");
#ifdef USE_SOUND
_add_command(cols, 1, CMD_TOGGLE_SOUND, "mute/unmute sound effects");
#endif
#ifdef USE_TILE_LOCAL
_add_insert_commands(cols, 1, "<w>%</w>/<w>%</w> : zoom out/in",
{ CMD_ZOOM_OUT, CMD_ZOOM_IN });
#endif
cols.add_formatted(
1,
"<h>Inventory management:\n");
_add_command(cols, 1, CMD_DISPLAY_INVENTORY, "show Inventory list", 2);
_add_command(cols, 1, CMD_PICKUP, "pick up items (also <w>g</w>)", 2);
cols.add_formatted(
1,
" (press twice for pick up menu)\n",
false);
_add_command(cols, 1, CMD_DROP, "Drop an item", 2);
_add_insert_commands(cols, 1, "<w>%#</w>: Drop exact number of items",
{ CMD_DROP });
_add_command(cols, 1, CMD_DROP_LAST, "Drop the last item(s) you picked up", 2);
cols.add_formatted(
1,
"<h>Item Interaction:\n");
_add_command(cols, 1, CMD_INSCRIBE_ITEM, "inscribe item", 2);
_add_command(cols, 1, CMD_FIRE, "Fire the currently quivered action", 2);
_add_command(cols, 1, CMD_FIRE_ITEM_NO_QUIVER, "select an item and Fire it", 2);
_add_command(cols, 1, CMD_QUIVER_ITEM, "select action to be Quivered", 2);
_add_command(cols, 1, CMD_SWAP_QUIVER_RECENT, "swap between most recent quiver actions", 2);
_add_command(cols, 1, CMD_QUAFF, "Quaff a potion", 2);
_add_command(cols, 1, CMD_READ, "Read a scroll", 2);
_add_command(cols, 1, CMD_WIELD_WEAPON, "Wield an item (<w>-</w> for none)", 2);
_add_command(cols, 1, CMD_WEAPON_SWAP, "wield item a, or switch to b", 2);
_add_insert_commands(cols, 1, " (use <w>%</w> to assign slots)",
{ CMD_ADJUST_INVENTORY });
_add_command(cols, 1, CMD_PRIMARY_ATTACK, "attack with wielded item", 2);
_add_command(cols, 1, CMD_EVOKE, "eVoke wand and miscellaneous item", 2);
_add_insert_commands(cols, 1, "<w>%</w>/<w>%</w> : Equip or Unequip an item",
{ CMD_EQUIP, CMD_UNEQUIP });
_add_insert_commands(cols, 1, "<w>%</w>/<w>%</w> : Wear or Take off armour",
{ CMD_WEAR_ARMOUR, CMD_REMOVE_ARMOUR });
_add_insert_commands(cols, 1, "<w>%</w>/<w>%</w> : Put on or Remove jewellery",
{ CMD_WEAR_JEWELLERY, CMD_REMOVE_JEWELLERY });
cols.add_formatted(
1,
"<h>Additional help:\n");
string text =
"Many commands have context sensitive "
"help, among them <w>%</w>, <w>%</w>, <w>%</w> (or any "
"form of targeting), <w>%</w>, and <w>%</w>.\n"
"You can read descriptions of your "
"current spells (<w>%</w>), skills (<w>%?</w>) and "
"abilities (<w>%!</w>).";
insert_commands(text, { CMD_DISPLAY_MAP, CMD_LOOK_AROUND, CMD_FIRE,
CMD_SEARCH_STASHES, CMD_INTERLEVEL_TRAVEL,
CMD_DISPLAY_SPELLS, CMD_DISPLAY_SKILLS,
CMD_USE_ABILITY
});
linebreak_string(text, 40);
cols.add_formatted(
1, text,
false);
}
static void _add_formatted_hints_help(column_composer &cols)
{
// First column.
cols.add_formatted(
0,
"<h>Movement:\n"
"To move in a direction or to attack, \n"
"use the numpad (try Numlock off and \n"
"on) or vi keys:\n",
false);
_add_insert_commands(cols, 0, " <w>7 8 9 % % %",
{ CMD_MOVE_UP_LEFT, CMD_MOVE_UP, CMD_MOVE_UP_RIGHT });
_add_insert_commands(cols, 0, " \\|/ \\|/", {});
_add_insert_commands(cols, 0, " <w>4</w>-<w>5</w>-<w>6</w>"
" <w>%</w>-<w>%</w>-<w>%</w>",
{ CMD_MOVE_LEFT, CMD_WAIT, CMD_MOVE_RIGHT });
_add_insert_commands(cols, 0, " /|\\ /|\\", {});
_add_insert_commands(cols, 0, " <w>1 2 3 % % %",
{ CMD_MOVE_DOWN_LEFT, CMD_MOVE_DOWN,
CMD_MOVE_DOWN_RIGHT });
cols.add_formatted(0, " ", false);
cols.add_formatted(0, "<w>Shift-Dir.</w> runs into one direction",
false);
_add_insert_commands(cols, 0, "<w>%</w> or <w>%</w> : ascend/descend the stairs",
{ CMD_GO_UPSTAIRS, CMD_GO_DOWNSTAIRS });
_add_command(cols, 0, CMD_EXPLORE, "autoexplore", 2);
cols.add_formatted(
0,
"<h>Rest:\n");
_add_command(cols, 0, CMD_WAIT, "wait a turn (also <w>s</w>, <w>Del</w>)", 2);
_add_command(cols, 0, CMD_REST, "rest and long wait; stops when", 2);
cols.add_formatted(
0,
" Health or Magic become full or\n"
" something is detected. If Health\n"
" and Magic are already full, stops\n"
" when 100 turns over (<w>numpad-5</w>)\n",
false);
cols.add_formatted(
0,
"\n<h>Attacking monsters\n"
"Walking into a monster will attack it\n"
"with the wielded weapon or barehanded.",
false);
cols.add_formatted(
0,
"\n<h>Ranged combat and magic\n",
false);
_add_insert_commands(cols, 0, "<w>%</w> to throw/fire missiles",
{ CMD_FIRE });
_add_insert_commands(cols, 0, "<w>%</w>/<w>%</w> to cast spells "
"(<w>%?/%</w> lists spells)",
{ CMD_CAST_SPELL, CMD_FORCE_CAST_SPELL, CMD_CAST_SPELL,
CMD_DISPLAY_SPELLS });
_add_command(cols, 0, CMD_MEMORISE_SPELL, "Memorise spells and view spell\n"
" library (get books to add to it)", 2);
// Second column.
cols.add_formatted(
1, "<h>Item types and inventory management\n",
false);
_add_insert_commands(cols, 1,
"<console><cyan>)</cyan> : </console>"
"hand weapons (<w>%</w>ield)",
{ CMD_WIELD_WEAPON });
_add_insert_commands(cols, 1,
"<console><brown>(</brown> : </console>"
"missiles (<w>%</w>uiver, <w>%</w>ire, <w>%</w>/<w>%</w> cycle)",
{ CMD_QUIVER_ITEM, CMD_FIRE, CMD_CYCLE_QUIVER_FORWARD,
CMD_CYCLE_QUIVER_BACKWARD });
_add_insert_commands(cols, 1,
"<console><cyan>[</cyan> : </console>"
"armour (<w>%</w>ear and <w>%</w>ake off)",
{ CMD_WEAR_ARMOUR, CMD_REMOVE_ARMOUR });
_add_insert_commands(cols, 1,
"<console><w>?</w> : </console>"
"scrolls (<w>%</w>ead)",
{ CMD_READ });
_add_insert_commands(cols, 1,
"<console><magenta>!</magenta> : </console>"
"potions (<w>%</w>uaff)",
{ CMD_QUAFF });
_add_insert_commands(cols, 1,
"<console><blue>=</blue> : </console>"
"rings (<w>%</w>ut on and <w>%</w>emove)",
{ CMD_WEAR_JEWELLERY, CMD_REMOVE_JEWELLERY });
_add_insert_commands(cols, 1,
"<console><red>\"</red> : </console>"
"amulets (<w>%</w>ut on and <w>%</w>emove)",
{ CMD_WEAR_JEWELLERY, CMD_REMOVE_JEWELLERY });
_add_insert_commands(cols, 1,
"<console><lightred>percent</lightred> : </console>"
"talismans (e<w>%</w>oke)",
{ CMD_EVOKE });
_add_insert_commands(cols, 1,
"<console><lightgrey>/</lightgrey> : </console>"
"wands (e<w>%</w>oke)",
{ CMD_EVOKE });
string item_types =
"<console><lightcyan>";
item_types += stringize_glyph(get_item_symbol(SHOW_ITEM_BOOK));
item_types +=
"</lightcyan> : </console>"
"books (<w>%</w>emorise, <w>%</w>ap, <w>%</w>ap,\n"
" pick up to add to spell library)";
_add_insert_commands(cols, 1, item_types,
{ CMD_MEMORISE_SPELL, CMD_CAST_SPELL,
CMD_FORCE_CAST_SPELL });
item_types =
"<console><brown>";
item_types += stringize_glyph(get_item_symbol(SHOW_ITEM_STAFF));
item_types +=
"</brown> : </console>"
"staves (<w>%</w>ield)";
_add_insert_commands(cols, 1, item_types,
{ CMD_WIELD_WEAPON });
cols.add_formatted(1, " ", false);
_add_command(cols, 1, CMD_DISPLAY_INVENTORY, "inventory (select item to view)", 2);
_add_command(cols, 1, CMD_PICKUP, "pick up item from ground (also <w>g</w>)", 2);
_add_command(cols, 1, CMD_DROP, "drop item", 2);
_add_command(cols, 1, CMD_DROP_LAST, "drop the last item(s) you picked up", 2);
cols.add_formatted(
1,
"<h>Additional important commands\n");
_add_command(cols, 1, CMD_SAVE_GAME_NOW, "Save the game and exit", 2);
_add_command(cols, 1, CMD_REPLAY_MESSAGES, "show previous messages", 2);
_add_command(cols, 1, CMD_USE_ABILITY, "use an ability", 2);
_add_command(cols, 1, CMD_RESISTS_SCREEN, "show character overview", 2);
_add_command(cols, 1, CMD_DISPLAY_RELIGION, "show religion overview", 2);
_add_command(cols, 1, CMD_DISPLAY_MAP, "show map of the whole level", 2);
_add_command(cols, 1, CMD_DISPLAY_OVERMAP, "show dungeon overview", 2);
cols.add_formatted(
1,
"\n<h>Targeting\n"
"<w>Enter</w> or <w>.</w> or <w>Del</w> : confirm target\n"
"<w>+</w> and <w>-</w> : cycle between targets\n"
"<w>f</w> or <w>p</w> : shoot at previous target\n"
" if still alive and in sight\n",
false);
}
static formatted_string _col_conv(void (*func)(column_composer &))
{
column_composer cols(2, 42);
func(cols);
formatted_string contents;
for (const auto& line : cols.formatted_lines())
{
contents += line;
contents += "\n";
}
contents.ops.pop_back();
return contents;
}
static int _get_help_section(int section, formatted_string &header_out, formatted_string &text_out, int &scroll_out)
{
static map<int, int> hotkeys;
static map<int, formatted_string> page_text;
static map<int, string> headers = {
{'*', "Manual"}, {'%', "Aptitudes"}, {'^', "Quickstart"},
{'~', "Macros"}, {'&', "Options"}, {'t', "Tiles"},
{'?', "Key help"}
};
if (!page_text.size())
{
for (int i = 0; help_files[i].name != nullptr; ++i)
{
formatted_string text;
bool next_is_hotkey = false;
char buf[200];
string fname = canonicalise_file_separator(help_files[i].name);
FILE* fp = fopen_u(datafile_path(fname, false).c_str(), "r");
ASSERTM(fp, "Failed to open '%s'!", fname.c_str());
while (fgets(buf, sizeof buf, fp))
{
text += string(buf);
if (next_is_hotkey && (isaupper(buf[0]) || isadigit(buf[0])))
{
int hotkey = tolower_safe(buf[0]);
hotkeys[hotkey] = count_occurrences(text.tostring(), "\n");
}
next_is_hotkey =
strstr(buf, "------------------------------------------"
"------------------------------") == buf;
}
trim_string_right(text.ops.back().text);
page_text[help_files[i].hotkey] = text;
}
}
// All hotkeys are currently on *-page
const int page = hotkeys.count(section) ? '*' : section;
string header = headers.count(page) ? ": "+headers[page] : "";
header_out = formatted_string::parse_string(
"<yellow>Dungeon Crawl Help"+header+"</yellow>");
scroll_out = 0;
switch (section)
{
case '?':
if (crawl_state.game_is_hints_tutorial())
text_out = _col_conv(_add_formatted_hints_help);
else
text_out = _col_conv(_add_formatted_keyhelp);
return page;
case CK_HOME:
text_out = _col_conv(_add_formatted_help_menu);
return page;
default:
if (hotkeys.count(section))
scroll_out = hotkeys[section];
if (page_text.count(page))
{
text_out = page_text[page];
return page;
}
break;
}
return 0;
}
class help_popup : public formatted_scroller
{
public:
help_popup(int key) : formatted_scroller(FS_PREWRAPPED_TEXT) {
set_tag("help");
process_key(key);
};
private:
maybe_bool process_key(int ch) override
{
int key = toalower(ch);
#ifdef USE_TILE_LOCAL
const int line_height = tiles.get_crt_font()->char_height();
#else
const int line_height = 1;
#endif
int scroll, page;
formatted_string header_text, help_text;
switch (key)
{
case ':':
case '#':
// disable these if there's no character to view
if (!crawl_state.game_started)
return maybe_bool::maybe;
// fallthrough
case CK_ESCAPE: case '/': case 'q': case 'v': case '!':
// exit the UI, these help screens are activated outside of
// the scroller popup
return false;
default:
// try to process help section hotkeys
if (!(page = _get_help_section(key, header_text, help_text, scroll)))
break;
if (page != prev_page)
{
contents = help_text;
m_contents_dirty = true;
prev_page = page;
}
scroll = scroll ? (scroll-2)*line_height : 0;
set_scroll(scroll);
return true;
}
return formatted_scroller::process_key(ch);
};
int prev_page{0};
};
static bool _show_help_special(int key)
{
switch (key)
{
case ':':
// If the game has begun, show notes.
if (crawl_state.need_save)
display_notes();
return true;
case '#':
// If the game has begun, show dump.
if (crawl_state.need_save)
display_char_dump();
return true;
case '/':
keyhelp_query_descriptions(CMD_DISPLAY_COMMANDS);
return true;
case 'q':
_handle_FAQ();
return true;
case 'v':
_print_version();
return true;
case '!':
_display_diag();
return true;
default:
return false;
}
}
void show_help(int section, string highlight_string)
{
// if `section` is a special case, don't instantiate a help popup at all.
if (_show_help_special(toalower(section)))
return;
help_popup help(section);
help.highlight = highlight_string;
int key = toalower(help.show());
// handle the case where one of the special case help sections is triggered
// from the help main menu.
_show_help_special(key);
}
int encode_command_as_key(command_type cmd) noexcept
{
// Don't accept buggy commands
if (cmd < CMD_NO_CMD || cmd >= CMD_MAX_CMD)
cmd = CMD_NO_CMD;
// There should be room between the internal keys
// (CK_MIN_INTERNAL == -1021) and keys with alt set
// (about -3000 + 255) for command_type to fit
// (currently 2000 through 2287).
return -(int)cmd;
}
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