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/**
* @file
* @brief Collection of tutorial related functions.
**/
#include "AppHdr.h"
#include "tutorial.h"
#include "hints.h"
#include "message.h"
#include "skills.h"
#include "state.h"
void set_tutorial_skill(const char *skill, int level)
{
if (!crawl_state.game_is_tutorial())
return;
bool need_exercise_check = true;
if (strcmp(skill, "spellcasting") == 0)
you.skills[SK_SPELLCASTING] = level;
else if (strcmp(skill, "conjurations") == 0)
you.skills[SK_CONJURATIONS] = level;
else if (strcmp(skill, "invocations") == 0)
you.skills[SK_INVOCATIONS] = level;
else
need_exercise_check = false;
if (need_exercise_check)
reassess_starting_skills();
}
// FIXME: There's got to be a less hacky solution!
void tutorial_init_hint(const char* hintstr)
{
hints_event_type hint = HINT_EVENTS_NUM;
if (strcmp(hintstr, "HINT_NEW_LEVEL") == 0)
hint = HINT_NEW_LEVEL;
else if (strcmp(hintstr, "HINT_CHOOSE_STAT") == 0)
hint = HINT_CHOOSE_STAT;
else if (strcmp(hintstr, "HINT_MULTI_PICKUP") == 0)
hint = HINT_MULTI_PICKUP;
if (hint != HINT_EVENTS_NUM)
Hints.hints_events[hint] = true;
}
// noreturn, but tutorial_msg doesn't guarantee it
void tutorial_death_message()
{
canned_msg(MSG_YOU_DIE);
more();
tutorial_msg("tutorial death", true);
}
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