881 lines
34 KiB
C++
881 lines
34 KiB
C++
/*
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Copyright (C) 2003, 2010 - Wolfire Games
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Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
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This file is part of Lugaru.
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Lugaru is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Lugaru is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Tutorial.hpp"
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#include "Audio/Sounds.hpp"
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#include "Audio/openal_wrapper.hpp"
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#include "Game.hpp"
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#include "Level/Awards.hpp"
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#include "Objects/Person.hpp"
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#include "Utils/Input.hpp"
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extern bool reversaltrain;
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extern bool canattack;
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extern bool cananger;
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extern int bonus;
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extern float damagedealt;
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extern bool againbonus;
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extern float screenwidth, screenheight;
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extern int mainmenu;
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bool Tutorial::active = false;
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int Tutorial::stage = 0;
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float Tutorial::stagetime = 0;
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float Tutorial::maxtime = 0;
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float Tutorial::success = 0;
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void Tutorial::Do(float multiplier)
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{
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if (stagetime > maxtime) {
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stage++;
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success = 0;
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if (stage <= 1) {
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canattack = 0;
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cananger = 0;
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reversaltrain = 0;
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}
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switch (stage) {
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case 1:
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maxtime = 5;
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break;
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case 2:
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case 10:
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case 13:
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case 26:
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maxtime = 2;
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break;
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case 3:
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case 5:
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case 6:
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case 7:
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case 8:
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case 9:
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maxtime = 600;
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break;
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case 4:
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case 11:
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case 12:
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maxtime = 1000;
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break;
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case 14: {
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maxtime = 3;
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XYZ temp, temp2;
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temp.x = 1011;
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temp.y = 84;
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temp.z = 491;
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temp2.x = 1025;
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temp2.y = 75;
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temp2.z = 447;
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Person::players[1]->coords = (temp + temp2) / 2;
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emit_sound_at(fireendsound, Person::players[1]->coords);
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for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
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if (Random() % 2 == 0) {
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if (!Person::players[1]->skeleton.free) {
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temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
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}
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if (Person::players[1]->skeleton.free) {
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temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
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}
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if (!Person::players[1]->skeleton.free) {
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temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
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}
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if (Person::players[1]->skeleton.free) {
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temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
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}
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Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
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}
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}
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} break;
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case 15:
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case 16:
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case 17:
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case 18:
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case 20:
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case 22:
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case 23:
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case 24:
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case 25:
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maxtime = 500;
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break;
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case 19:
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stage = 20;
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break;
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case 21:
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maxtime = 500;
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if (bonus == cannon) {
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bonus = Slicebonus;
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againbonus = 1;
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} else {
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againbonus = 0;
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}
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break;
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case 27:
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maxtime = 4;
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reversaltrain = 1;
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cananger = 1;
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Person::players[1]->aitype = attacktypecutoff;
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break;
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case 28:
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case 34:
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case 35:
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maxtime = 400;
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break;
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case 29:
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maxtime = 400;
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Person::players[0]->escapednum = 0;
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break;
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case 30:
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maxtime = 4;
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reversaltrain = 0;
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cananger = 0;
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Person::players[1]->aitype = passivetype;
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break;
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case 31:
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maxtime = 13;
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break;
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case 32:
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case 42:
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maxtime = 8;
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break;
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case 33:
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maxtime = 400;
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cananger = 1;
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canattack = 1;
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Person::players[1]->aitype = attacktypecutoff;
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break;
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case 36:
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maxtime = 2;
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reversaltrain = 0;
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cananger = 0;
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Person::players[1]->aitype = passivetype;
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break;
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case 37:
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damagedealt = 0;
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damagetaken = 0;
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maxtime = 50;
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cananger = 1;
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canattack = 1;
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Person::players[1]->aitype = attacktypecutoff;
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break;
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case 38:
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maxtime = 4;
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canattack = 0;
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cananger = 0;
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Person::players[1]->aitype = passivetype;
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break;
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case 39: {
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XYZ temp, temp2;
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temp.x = 1011;
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temp.y = 84;
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temp.z = 491;
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temp2.x = 1025;
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temp2.y = 75;
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temp2.z = 447;
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Weapon w(knife, -1);
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w.position = (temp + temp2) / 2;
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w.tippoint = (temp + temp2) / 2;
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w.velocity = 0.1;
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w.tipvelocity = 0.1;
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w.missed = 1;
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w.hitsomething = 0;
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w.freetime = 0;
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w.firstfree = 1;
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w.physics = 1;
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weapons.push_back(w);
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} break;
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case 40:
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case 41:
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case 43:
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maxtime = 300;
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break;
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case 44:
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weapons[0].owner = 1;
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Person::players[0]->weaponactive = -1;
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Person::players[0]->num_weapons = 0;
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Person::players[1]->weaponactive = 0;
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Person::players[1]->num_weapons = 1;
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Person::players[1]->weaponids[0] = 0;
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cananger = 1;
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canattack = 1;
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Person::players[1]->aitype = attacktypecutoff;
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maxtime = 300;
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break;
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case 45:
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weapons[0].owner = 1;
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Person::players[0]->weaponactive = -1;
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Person::players[0]->num_weapons = 0;
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Person::players[1]->weaponactive = 0;
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Person::players[1]->num_weapons = 1;
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Person::players[1]->weaponids[0] = 0;
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maxtime = 300;
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break;
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case 46:
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weapons[0].owner = 1;
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Person::players[0]->weaponactive = -1;
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Person::players[0]->num_weapons = 0;
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Person::players[1]->weaponactive = 0;
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Person::players[1]->num_weapons = 1;
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Person::players[1]->weaponids[0] = 0;
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weapons[0].setType(sword);
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maxtime = 300;
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break;
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case 47: {
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maxtime = 10;
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XYZ temp, temp2;
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temp.x = 1011;
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temp.y = 84;
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temp.z = 491;
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temp2.x = 1025;
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temp2.y = 75;
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temp2.z = 447;
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Weapon w(sword, -1);
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w.position = (temp + temp2) / 2;
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w.tippoint = (temp + temp2) / 2;
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w.velocity = 0.1;
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w.tipvelocity = 0.1;
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w.missed = 1;
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w.hitsomething = 0;
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w.freetime = 0;
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w.firstfree = 1;
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w.physics = 1;
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weapons.push_back(w);
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weapons[0].owner = 1;
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weapons[1].owner = 0;
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Person::players[0]->weaponactive = 0;
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Person::players[0]->num_weapons = 1;
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Person::players[0]->weaponids[0] = 1;
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Person::players[1]->weaponactive = 0;
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Person::players[1]->num_weapons = 1;
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Person::players[1]->weaponids[0] = 0;
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} break;
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case 48:
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canattack = 0;
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cananger = 0;
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Person::players[1]->aitype = passivetype;
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maxtime = 15;
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weapons[0].owner = 1;
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weapons[1].owner = 0;
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Person::players[0]->weaponactive = 0;
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Person::players[0]->num_weapons = 1;
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Person::players[0]->weaponids[0] = 1;
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Person::players[1]->weaponactive = 0;
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Person::players[1]->num_weapons = 1;
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Person::players[1]->weaponids[0] = 0;
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if (Person::players[0]->hasWeapon()) {
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weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
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} else {
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weapons[0].setType(staff);
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}
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break;
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case 49:
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canattack = 0;
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cananger = 0;
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Person::players[1]->aitype = passivetype;
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maxtime = 200;
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weapons[1].position = 1000;
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weapons[1].tippoint = 1000;
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weapons[0].setType(knife);
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weapons[0].owner = 0;
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Person::players[1]->weaponactive = -1;
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Person::players[1]->num_weapons = 0;
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Person::players[0]->weaponactive = 0;
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Person::players[0]->num_weapons = 1;
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Person::players[0]->weaponids[0] = 0;
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break;
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case 50: {
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maxtime = 8;
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XYZ temp, temp2;
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emit_sound_at(fireendsound, Person::players[1]->coords);
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for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
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if (Random() % 2 == 0) {
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if (!Person::players[1]->skeleton.free) {
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temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
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}
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if (Person::players[1]->skeleton.free) {
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temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
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}
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if (!Person::players[1]->skeleton.free) {
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temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
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}
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if (Person::players[1]->skeleton.free) {
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temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
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}
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Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
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}
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}
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Person::players[1]->num_weapons = 0;
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Person::players[1]->weaponstuck = -1;
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Person::players[1]->weaponactive = -1;
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weapons.clear();
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} break;
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case 51:
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maxtime = 80000;
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break;
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default:
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break;
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}
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if (stage <= 51) {
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stagetime = 0;
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}
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}
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//Tutorial success
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if (stagetime < maxtime - 3) {
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switch (stage) {
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case 3:
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if (Game::deltah || Game::deltav) {
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success += multiplier;
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}
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break;
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case 4:
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if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown) {
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success += multiplier;
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}
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break;
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case 5:
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if (Person::players[0]->jumpkeydown) {
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success = 1;
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}
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break;
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case 6:
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if (Person::players[0]->isCrouch()) {
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success = 1;
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}
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break;
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case 7:
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if (Person::players[0]->animTarget == rollanim) {
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success = 1;
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}
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break;
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case 8:
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if (Person::players[0]->animTarget == sneakanim) {
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success += multiplier;
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}
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break;
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case 9:
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if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim) {
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success += multiplier;
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}
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break;
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case 11:
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if (Person::players[0]->isWallJump()) {
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success = 1;
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}
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break;
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case 12:
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if (Person::players[0]->animTarget == flipanim) {
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success = 1;
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}
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break;
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case 15:
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if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim) {
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success = 1;
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}
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break;
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case 16:
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if (Person::players[0]->animTarget == winduppunchanim) {
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success = 1;
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}
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break;
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case 17:
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if (Person::players[0]->animTarget == spinkickanim) {
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success = 1;
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}
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break;
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case 18:
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if (Person::players[0]->animTarget == sweepanim) {
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success = 1;
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}
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break;
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case 19:
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if (Person::players[0]->animTarget == dropkickanim) {
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success = 1;
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}
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break;
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case 20:
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if (Person::players[0]->animTarget == rabbitkickanim) {
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success = 1;
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}
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break;
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case 21:
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if (bonus == cannon) {
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success = 1;
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}
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break;
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case 22:
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if (bonus == spinecrusher) {
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success = 1;
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}
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break;
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case 23:
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if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim) {
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success = 1;
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}
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break;
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case 24:
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if (Person::players[0]->animTarget == rabbittacklinganim) {
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success = 1;
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}
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break;
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case 25:
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if (Person::players[0]->animTarget == backhandspringanim) {
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success = 1;
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}
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break;
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case 28:
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if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) {
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success = 1;
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}
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break;
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case 29:
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if (Person::players[0]->escapednum == 2) {
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success = 1;
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reversaltrain = 0;
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cananger = 0;
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Person::players[1]->aitype = passivetype;
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}
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break;
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case 33:
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case 34:
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case 44:
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case 45:
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case 46:
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if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
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success = 1;
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}
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break;
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case 35:
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if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
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success = 1;
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reversaltrain = 0;
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cananger = 0;
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Person::players[1]->aitype = passivetype;
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}
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break;
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case 40:
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if (Person::players[0]->num_weapons > 0) {
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success = 1;
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}
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break;
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case 41:
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if (!Person::players[0]->hasWeapon() && Person::players[0]->num_weapons > 0) {
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success = 1;
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}
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break;
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case 43:
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if (Person::players[0]->animTarget == knifeslashstartanim) {
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success = 1;
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}
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break;
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case 49:
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if (Person::players[1]->weaponstuck != -1) {
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success = 1;
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}
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break;
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default:
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break;
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}
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if (success >= 1) {
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stagetime = maxtime - 3;
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}
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if (stagetime == maxtime - 3) {
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emit_sound_np(consolesuccesssound);
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}
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if (success >= 1) {
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if (stage == 34 || stage == 35) {
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stagetime = maxtime - 1;
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}
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}
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}
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if (stage < 14 || stage >= 50) {
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Person::players[1]->coords.y = 300;
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Person::players[1]->velocity = 0;
|
|
}
|
|
}
|
|
|
|
void Tutorial::DrawTextInfo()
|
|
{
|
|
std::string string = " ";
|
|
std::string string2 = " ";
|
|
std::string string3 = " ";
|
|
|
|
switch (stage) {
|
|
case 0:
|
|
default:
|
|
break;
|
|
case 1:
|
|
string = "Welcome to the Lugaru training level!";
|
|
break;
|
|
case 2:
|
|
string = "BASIC MOVEMENT:";
|
|
break;
|
|
case 3:
|
|
string = "You can move the mouse to rotate the camera.";
|
|
break;
|
|
case 4:
|
|
string = std::string("Try using the ") + Input::keyToChar(Game::forwardkey);
|
|
string += std::string(", ") + Input::keyToChar(Game::leftkey);
|
|
string += std::string(", ") + Input::keyToChar(Game::backkey);
|
|
string += std::string(" and ") + Input::keyToChar(Game::rightkey) + " keys to move around.";
|
|
string2 = "All movement is relative to the camera.";
|
|
break;
|
|
case 5:
|
|
string = std::string("Please press ") + Input::keyToChar(Game::jumpkey) + " to jump.";
|
|
string2 = "You can hold it longer to jump higher.";
|
|
break;
|
|
case 6:
|
|
string = std::string("You can press ") + Input::keyToChar(Game::crouchkey) + " to crouch.";
|
|
string2 = "You can jump higher from a crouching position.";
|
|
break;
|
|
case 7:
|
|
string = std::string("While running, you can press ") + Input::keyToChar(Game::crouchkey) + " to roll.";
|
|
break;
|
|
case 8:
|
|
string = "While crouching, you can sneak around silently";
|
|
string2 = "using the movement keys.";
|
|
break;
|
|
case 9:
|
|
string = "Release the crouch key while sneaking and hold the movement keys";
|
|
string2 = "to run animal-style.";
|
|
break;
|
|
case 10:
|
|
string = "ADVANCED MOVEMENT:";
|
|
break;
|
|
case 11:
|
|
string = std::string("When you jump at a wall, you can hold ") + Input::keyToChar(Game::jumpkey) + " again";
|
|
string2 = "during impact to perform a walljump.";
|
|
string3 = "Be sure to use the movement keys to press against the wall";
|
|
break;
|
|
case 12:
|
|
string = "While in the air, you can press crouch to flip.";
|
|
string2 = "Walljumps and flips confuse enemies and give you more control.";
|
|
break;
|
|
case 13:
|
|
string = "BASIC COMBAT:";
|
|
break;
|
|
case 14:
|
|
string = "There is now an imaginary enemy";
|
|
string2 = "in the middle of the training area.";
|
|
break;
|
|
case 15:
|
|
string = std::string("Press ") + Input::keyToChar(Game::attackkey) + " to attack when you are near an enemy.";
|
|
string2 = "You can punch by standing still near an enemy and attacking.";
|
|
break;
|
|
case 16:
|
|
string = "If you are close, you will perform a weak punch.";
|
|
string2 = "The weak punch is excellent for starting attack combinations.";
|
|
break;
|
|
case 17:
|
|
string = "Attacking while running results in a spin kick.";
|
|
string2 = "This is one of your most powerful ground attacks.";
|
|
break;
|
|
case 18:
|
|
string = "Sweep the enemy's legs out by attacking while crouched.";
|
|
string2 = "This is a very fast attack, and easy to follow up.";
|
|
break;
|
|
case 19:
|
|
string = "When an enemy is on the ground, you can deal some extra";
|
|
string2 = "damage by running up and drop-kicking him.";
|
|
string3 = "(Try knocking them down with a sweep first)";
|
|
break;
|
|
case 20:
|
|
string = "Your most powerful individual attack is the rabbit kick.";
|
|
string2 = std::string("Run at the enemy while holding ") + Input::keyToChar(Game::attackkey) + ", and press";
|
|
string3 = std::string("the jump key (") + Input::keyToChar(Game::jumpkey) + ") to attack.";
|
|
break;
|
|
case 21:
|
|
string = "This attack is devastating if timed correctly.";
|
|
string2 = "Even if timed incorrectly, it will knock the enemy over.";
|
|
if (againbonus) {
|
|
string3 = "Try rabbit-kicking the imaginary enemy again.";
|
|
} else {
|
|
string3 = "Try rabbit-kicking the imaginary enemy.";
|
|
}
|
|
break;
|
|
case 22:
|
|
string = "If you sneak behind an enemy unnoticed, you can kill";
|
|
string2 = "him instantly. Move close behind this enemy";
|
|
string3 = "and attack.";
|
|
break;
|
|
case 23:
|
|
string = "Another important attack is the wall kick. When an enemy";
|
|
string2 = "is near a wall, perform a walljump nearby and hold";
|
|
string3 = "the attack key during impact with the wall.";
|
|
break;
|
|
case 24:
|
|
string = "You can tackle enemies by running at them animal-style";
|
|
string2 = std::string("and pressing jump (") + Input::keyToChar(Game::jumpkey) + ") or attack (" + Input::keyToChar(Game::attackkey) + ").";
|
|
string3 = "This is especially useful when they are running away.";
|
|
break;
|
|
case 25:
|
|
string = "Dodge by pressing back and attack. Dodging is essential";
|
|
string2 = "against enemies with swords or other long weapons.";
|
|
break;
|
|
case 26:
|
|
string = "REVERSALS AND COUNTER-REVERSALS";
|
|
break;
|
|
case 27:
|
|
string = "The enemy can now reverse your attacks.";
|
|
break;
|
|
case 28:
|
|
string = "If you attack, you will notice that the enemy now sometimes";
|
|
string2 = "catches your attack and uses it against you. Hold";
|
|
string3 = std::string("crouch (") + Input::keyToChar(Game::crouchkey) + ") after attacking to escape from reversals.";
|
|
break;
|
|
case 29:
|
|
string = "Try escaping from two more reversals in a row.";
|
|
break;
|
|
case 30:
|
|
string = "Good!";
|
|
break;
|
|
case 31:
|
|
string = std::string("To reverse an attack, you must tap crouch (") + Input::keyToChar(Game::crouchkey) + ") during the";
|
|
string2 = "enemy's attack. You must also be close to the enemy;";
|
|
string3 = "this is especially important against armed opponents.";
|
|
break;
|
|
case 32:
|
|
string = "The enemy can attack in " + to_string(int(maxtime - stagetime)) + " seconds.";
|
|
string2 = "This imaginary opponents attacks will be highlighted";
|
|
string3 = "to make this easier.";
|
|
break;
|
|
case 33:
|
|
string = "Reverse three enemy attacks!";
|
|
break;
|
|
case 34:
|
|
string = "Reverse two more enemy attacks!";
|
|
break;
|
|
case 35:
|
|
string = "Reverse one more enemy attack!";
|
|
break;
|
|
case 36:
|
|
string = "Excellent!";
|
|
break;
|
|
case 37:
|
|
string = "Now spar with the enemy for " + to_string(int(maxtime - stagetime)) + " more seconds.";
|
|
string2 = "Damage dealt: " + to_string(int(damagedealt));
|
|
string3 = "Damage taken: " + to_string(int(damagetaken));
|
|
break;
|
|
case 38:
|
|
string = "WEAPONS:";
|
|
break;
|
|
case 39:
|
|
string = "There is now an imaginary knife";
|
|
string2 = "in the center of the training area.";
|
|
break;
|
|
case 40:
|
|
string = "Stand, roll or handspring over the knife";
|
|
string2 = std::string("while pressing ") + Input::keyToChar(Game::throwkey) + " to pick it up.";
|
|
string3 = "You can crouch and press the same key to drop it again.";
|
|
break;
|
|
case 41:
|
|
string = std::string("You can equip and unequip weapons using the ") + Input::keyToChar(Game::drawkey) + " key.";
|
|
string2 = "Sometimes it is best to keep them unequipped to";
|
|
string3 = "prevent enemies from taking them. ";
|
|
break;
|
|
case 42:
|
|
string = "The knife is the smallest weapon and the least encumbering.";
|
|
string2 = "You can equip or unequip it while standing, crouching,";
|
|
string3 = "running or flipping.";
|
|
break;
|
|
case 43:
|
|
string = "You perform weapon attacks the same way as unarmed attacks,";
|
|
string2 = "but sharp weapons cause permanent damage, instead of the";
|
|
string3 = "temporary trauma from blunt weapons, fists and feet.";
|
|
break;
|
|
case 44:
|
|
string = "The enemy now has your knife!";
|
|
string2 = "Please reverse two of his knife attacks.";
|
|
break;
|
|
case 45:
|
|
string = "Please reverse one more of his knife attacks.";
|
|
break;
|
|
case 46:
|
|
string = "Now he has a sword!";
|
|
string2 = "The sword has longer reach than your arms, so you";
|
|
string3 = "must move close to reverse the sword slash.";
|
|
break;
|
|
case 47:
|
|
string = "Long weapons like the sword and staff are also useful for defense;";
|
|
string2 = "you can parry enemy weapon attacks by pressing the attack key";
|
|
string3 = "at the right time. Please try parrying the enemy's attacks!";
|
|
break;
|
|
case 48:
|
|
string = "The staff is like the sword, but has two main attacks.";
|
|
string2 = "The standing smash is fast and effective, and the running";
|
|
string3 = "spin smash is slower and more powerful.";
|
|
break;
|
|
case 49:
|
|
string = std::string("When facing an enemy, you can throw the knife with ") + Input::keyToChar(Game::throwkey) + ".";
|
|
string2 = "It is possible to throw the knife while flipping,";
|
|
string3 = "but it is very inaccurate.";
|
|
break;
|
|
case 50:
|
|
string = "You now know everything you can learn from training.";
|
|
string2 = "Everything else you must learn from experience!";
|
|
break;
|
|
case 51:
|
|
string = "Walk out of the training area to return to the main menu.";
|
|
break;
|
|
}
|
|
|
|
float opacity = maxtime - stagetime;
|
|
|
|
if (opacity > 1) {
|
|
opacity = 1;
|
|
}
|
|
if (opacity < 0) {
|
|
opacity = 0;
|
|
}
|
|
|
|
Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
|
|
Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string2.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
|
|
Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string3.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
|
|
|
|
string = "Press 'tab' to skip to the next item.";
|
|
string2 = "Press escape at any time to";
|
|
string3 = "pause or exit the tutorial.";
|
|
|
|
Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string.size() * screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
|
|
Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string2.size() * screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
|
|
Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string3.size() * screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
|
|
}
|
|
|
|
void Tutorial::DoStuff(float multiplier)
|
|
{
|
|
XYZ temp;
|
|
XYZ temp2;
|
|
XYZ temp3;
|
|
XYZ oldtemp;
|
|
XYZ oldtemp2;
|
|
temp.x = 1011;
|
|
temp.y = 84;
|
|
temp.z = 491;
|
|
temp2.x = 1025;
|
|
temp2.y = 75;
|
|
temp2.z = 447;
|
|
temp3.x = 1038;
|
|
temp3.y = 76;
|
|
temp3.z = 453;
|
|
oldtemp = temp;
|
|
oldtemp2 = temp2;
|
|
if (stage >= 51) {
|
|
if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
|
|
OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
|
|
OPENAL_SetFrequency(OPENAL_ALL);
|
|
|
|
emit_stream_np(stream_menutheme);
|
|
|
|
Game::gameon = 0;
|
|
mainmenu = 5;
|
|
|
|
Game::fireSound();
|
|
|
|
Game::flash();
|
|
}
|
|
} else {
|
|
if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
|
|
emit_sound_at(fireendsound, Person::players[0]->coords);
|
|
|
|
Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
|
|
|
|
Game::flash();
|
|
}
|
|
}
|
|
if (stage >= 14 && stage < 50) {
|
|
if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
|
|
emit_sound_at(fireendsound, Person::players[1]->coords);
|
|
|
|
for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
|
|
if (Random() % 2 == 0) {
|
|
if (!Person::players[1]->skeleton.free) {
|
|
temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
|
|
}
|
|
if (Person::players[1]->skeleton.free) {
|
|
temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
|
|
}
|
|
if (!Person::players[1]->skeleton.free) {
|
|
temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
|
|
}
|
|
if (Person::players[1]->skeleton.free) {
|
|
temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
|
|
}
|
|
Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
|
|
}
|
|
}
|
|
|
|
Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
|
|
for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
|
|
Person::players[1]->skeleton.joints[i].velocity = 0;
|
|
if (Random() % 2 == 0) {
|
|
if (!Person::players[1]->skeleton.free) {
|
|
temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
|
|
}
|
|
if (Person::players[1]->skeleton.free) {
|
|
temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
|
|
}
|
|
if (!Person::players[1]->skeleton.free) {
|
|
temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
|
|
}
|
|
if (Person::players[1]->skeleton.free) {
|
|
temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
|
|
}
|
|
Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|