2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 #include "Tutorial.hpp"
22 #include "Audio/Sounds.hpp"
23 #include "Audio/openal_wrapper.hpp"
25 #include "Level/Awards.hpp"
26 #include "Objects/Person.hpp"
27 #include "Utils/Input.hpp"
29 extern bool reversaltrain;
30 extern bool canattack;
33 extern float damagedealt;
34 extern bool againbonus;
35 extern float screenwidth, screenheight;
38 bool Tutorial::active = false;
39 int Tutorial::stage = 0;
40 float Tutorial::stagetime = 0;
41 float Tutorial::maxtime = 0;
42 float Tutorial::success = 0;
44 void Tutorial::Do(float multiplier)
46 if (stagetime > maxtime) {
89 Person::players[1]->coords = (temp + temp2) / 2;
91 emit_sound_at(fireendsound, Person::players[1]->coords);
93 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
94 if (Random() % 2 == 0) {
95 if (!Person::players[1]->skeleton.free) {
96 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
98 if (Person::players[1]->skeleton.free) {
99 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
101 if (!Person::players[1]->skeleton.free) {
102 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;
104 if (Person::players[1]->skeleton.free) {
105 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
107 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
127 if (bonus == cannon) {
138 Person::players[1]->aitype = attacktypecutoff;
147 Person::players[0]->escapednum = 0;
153 Person::players[1]->aitype = passivetype;
166 Person::players[1]->aitype = attacktypecutoff;
172 Person::players[1]->aitype = passivetype;
180 Person::players[1]->aitype = attacktypecutoff;
186 Person::players[1]->aitype = passivetype;
199 w.position = (temp + temp2) / 2;
200 w.tippoint = (temp + temp2) / 2;
210 weapons.push_back(w);
218 weapons[0].owner = 1;
219 Person::players[0]->weaponactive = -1;
220 Person::players[0]->num_weapons = 0;
221 Person::players[1]->weaponactive = 0;
222 Person::players[1]->num_weapons = 1;
223 Person::players[1]->weaponids[0] = 0;
227 Person::players[1]->aitype = attacktypecutoff;
232 weapons[0].owner = 1;
233 Person::players[0]->weaponactive = -1;
234 Person::players[0]->num_weapons = 0;
235 Person::players[1]->weaponactive = 0;
236 Person::players[1]->num_weapons = 1;
237 Person::players[1]->weaponids[0] = 0;
242 weapons[0].owner = 1;
243 Person::players[0]->weaponactive = -1;
244 Person::players[0]->num_weapons = 0;
245 Person::players[1]->weaponactive = 0;
246 Person::players[1]->num_weapons = 1;
247 Person::players[1]->weaponids[0] = 0;
249 weapons[0].setType(sword);
266 w.position = (temp + temp2) / 2;
267 w.tippoint = (temp + temp2) / 2;
277 weapons.push_back(w);
279 weapons[0].owner = 1;
280 weapons[1].owner = 0;
281 Person::players[0]->weaponactive = 0;
282 Person::players[0]->num_weapons = 1;
283 Person::players[0]->weaponids[0] = 1;
284 Person::players[1]->weaponactive = 0;
285 Person::players[1]->num_weapons = 1;
286 Person::players[1]->weaponids[0] = 0;
292 Person::players[1]->aitype = passivetype;
296 weapons[0].owner = 1;
297 weapons[1].owner = 0;
298 Person::players[0]->weaponactive = 0;
299 Person::players[0]->num_weapons = 1;
300 Person::players[0]->weaponids[0] = 1;
301 Person::players[1]->weaponactive = 0;
302 Person::players[1]->num_weapons = 1;
303 Person::players[1]->weaponids[0] = 0;
305 if (Person::players[0]->weaponactive != -1) {
306 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
308 weapons[0].setType(staff);
314 Person::players[1]->aitype = passivetype;
318 weapons[1].position = 1000;
319 weapons[1].tippoint = 1000;
321 weapons[0].setType(knife);
323 weapons[0].owner = 0;
324 Person::players[1]->weaponactive = -1;
325 Person::players[1]->num_weapons = 0;
326 Person::players[0]->weaponactive = 0;
327 Person::players[0]->num_weapons = 1;
328 Person::players[0]->weaponids[0] = 0;
335 emit_sound_at(fireendsound, Person::players[1]->coords);
337 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
338 if (Random() % 2 == 0) {
339 if (!Person::players[1]->skeleton.free) {
340 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
342 if (Person::players[1]->skeleton.free) {
343 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
345 if (!Person::players[1]->skeleton.free) {
346 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;
348 if (Person::players[1]->skeleton.free) {
349 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
351 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
355 Person::players[1]->num_weapons = 0;
356 Person::players[1]->weaponstuck = -1;
357 Person::players[1]->weaponactive = -1;
373 if (stagetime < maxtime - 3) {
376 if (Game::deltah || Game::deltav) {
377 success += multiplier;
381 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown) {
382 success += multiplier;
386 if (Person::players[0]->jumpkeydown) {
391 if (Person::players[0]->isCrouch()) {
396 if (Person::players[0]->animTarget == rollanim) {
401 if (Person::players[0]->animTarget == sneakanim) {
402 success += multiplier;
406 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim) {
407 success += multiplier;
411 if (Person::players[0]->isWallJump()) {
416 if (Person::players[0]->animTarget == flipanim) {
421 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim) {
426 if (Person::players[0]->animTarget == winduppunchanim) {
431 if (Person::players[0]->animTarget == spinkickanim) {
436 if (Person::players[0]->animTarget == sweepanim) {
441 if (Person::players[0]->animTarget == dropkickanim) {
446 if (Person::players[0]->animTarget == rabbitkickanim) {
451 if (bonus == cannon) {
456 if (bonus == spinecrusher) {
461 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim) {
466 if (Person::players[0]->animTarget == rabbittacklinganim) {
471 if (Person::players[0]->animTarget == backhandspringanim) {
476 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) {
481 if (Person::players[0]->escapednum == 2) {
485 Person::players[1]->aitype = passivetype;
493 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
498 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
502 Person::players[1]->aitype = passivetype;
506 if (Person::players[0]->num_weapons > 0) {
511 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0) {
516 if (Person::players[0]->animTarget == knifeslashstartanim) {
521 if (Person::players[1]->weaponstuck != -1) {
529 stagetime = maxtime - 3;
532 if (stagetime == maxtime - 3) {
533 emit_sound_np(consolesuccesssound);
537 if (stage == 34 || stage == 35) {
538 stagetime = maxtime - 1;
543 if (stage < 14 || stage >= 50) {
544 Person::players[1]->coords.y = 300;
545 Person::players[1]->velocity = 0;
549 void Tutorial::DrawTextInfo()
551 std::string string = " ";
552 std::string string2 = " ";
553 std::string string3 = " ";
560 string = "Welcome to the Lugaru training level!";
563 string = "BASIC MOVEMENT:";
566 string = "You can move the mouse to rotate the camera.";
569 string = std::string("Try using the ") +
570 Input::keyToChar(Game::forwardkey) + ", " +
571 Input::keyToChar(Game::leftkey) + ", " +
572 Input::keyToChar(Game::backkey) + " and " +
573 Input::keyToChar(Game::rightkey) + " keys to move around.";
574 string2 = "All movement is relative to the camera.";
577 string = std::string("Please press ") + Input::keyToChar(Game::jumpkey) + " to jump.";
578 string2 = "You can hold it longer to jump higher.";
581 string = std::string("You can press ") + Input::keyToChar(Game::crouchkey) + " to crouch.";
582 string2 = "You can jump higher from a crouching position.";
585 string = std::string("While running, you can press ") + Input::keyToChar(Game::crouchkey) + " to roll.";
588 string = "While crouching, you can sneak around silently";
589 string2 = "using the movement keys.";
592 string = "Release the crouch key while sneaking and hold the movement keys";
593 string2 = "to run animal-style.";
596 string = "ADVANCED MOVEMENT:";
599 string = std::string("When you jump at a wall, you can hold ") + Input::keyToChar(Game::jumpkey) + " again";
600 string2 = "during impact to perform a walljump.";
601 string3 = "Be sure to use the movement keys to press against the wall";
604 string = "While in the air, you can press crouch to flip.";
605 string2 = "Walljumps and flips confuse enemies and give you more control.";
608 string = "BASIC COMBAT:";
611 string = "There is now an imaginary enemy";
612 string2 = "in the middle of the training area.";
615 string = std::string("Press ") + Input::keyToChar(Game::attackkey) + " to attack when you are near an enemy.";
616 string2 = "You can punch by standing still near an enemy and attacking.";
619 string = "If you are close, you will perform a weak punch.";
620 string2 = "The weak punch is excellent for starting attack combinations.";
623 string = "Attacking while running results in a spin kick.";
624 string2 = "This is one of your most powerful ground attacks.";
627 string = "Sweep the enemy's legs out by attacking while crouched.";
628 string2 = "This is a very fast attack, and easy to follow up.";
631 string = "When an enemy is on the ground, you can deal some extra";
632 string2 = "damage by running up and drop-kicking him.";
633 string3 = "(Try knocking them down with a sweep first)";
636 string = "Your most powerful individual attack is the rabbit kick.";
637 string2 = std::string("Run at the enemy while holding ") + Input::keyToChar(Game::attackkey) + ", and press";
638 string3 = std::string("the jump key (") + Input::keyToChar(Game::jumpkey) + ") to attack.";
641 string = "This attack is devastating if timed correctly.";
642 string2 = "Even if timed incorrectly, it will knock the enemy over.";
644 string3 = "Try rabbit-kicking the imaginary enemy again.";
646 string3 = "Try rabbit-kicking the imaginary enemy.";
650 string = "If you sneak behind an enemy unnoticed, you can kill";
651 string2 = "him instantly. Move close behind this enemy";
652 string3 = "and attack.";
655 string = "Another important attack is the wall kick. When an enemy";
656 string2 = "is near a wall, perform a walljump nearby and hold";
657 string3 = "the attack key during impact with the wall.";
660 string = "You can tackle enemies by running at them animal-style";
661 string2 = std::string("and pressing jump (") + Input::keyToChar(Game::jumpkey) + ") or attack (" + Input::keyToChar(Game::attackkey) + ").";
662 string3 = "This is especially useful when they are running away.";
665 string = "Dodge by pressing back and attack. Dodging is essential";
666 string2 = "against enemies with swords or other long weapons.";
669 string = "REVERSALS AND COUNTER-REVERSALS";
672 string = "The enemy can now reverse your attacks.";
675 string = "If you attack, you will notice that the enemy now sometimes";
676 string2 = "catches your attack and uses it against you. Hold";
677 string3 = std::string("crouch (") + Input::keyToChar(Game::crouchkey) + ") after attacking to escape from reversals.";
680 string = "Try escaping from two more reversals in a row.";
686 string = std::string("To reverse an attack, you must tap crouch (") + Input::keyToChar(Game::crouchkey) + ") during the";
687 string2 = "enemy's attack. You must also be close to the enemy;";
688 string3 = "this is especially important against armed opponents.";
691 string = "The enemy can attack in " + to_string(int(maxtime - stagetime)) + " seconds.";
692 string2 = "This imaginary opponents attacks will be highlighted";
693 string3 = "to make this easier.";
696 string = "Reverse three enemy attacks!";
699 string = "Reverse two more enemy attacks!";
702 string = "Reverse one more enemy attack!";
705 string = "Excellent!";
708 string = "Now spar with the enemy for " + to_string(int(maxtime - stagetime)) + " more seconds.";
709 string2 = "Damage dealt: " + to_string(int(damagedealt));
710 string3 = "Damage taken: " + to_string(int(damagetaken));
716 string = "There is now an imaginary knife";
717 string2 = "in the center of the training area.";
720 string = "Stand, roll or handspring over the knife";
721 string2 = std::string("while pressing ") + Input::keyToChar(Game::throwkey) + " to pick it up.";
722 string3 = "You can crouch and press the same key to drop it again.";
725 string = std::string("You can equip and unequip weapons using the ") + Input::keyToChar(Game::drawkey) + " key.";
726 string2 = "Sometimes it is best to keep them unequipped to";
727 string3 = "prevent enemies from taking them. ";
730 string = "The knife is the smallest weapon and the least encumbering.";
731 string2 = "You can equip or unequip it while standing, crouching,";
732 string3 = "running or flipping.";
735 string = "You perform weapon attacks the same way as unarmed attacks,";
736 string2 = "but sharp weapons cause permanent damage, instead of the";
737 string3 = "temporary trauma from blunt weapons, fists and feet.";
740 string = "The enemy now has your knife!";
741 string2 = "Please reverse two of his knife attacks.";
744 string = "Please reverse one more of his knife attacks.";
747 string = "Now he has a sword!";
748 string2 = "The sword has longer reach than your arms, so you";
749 string3 = "must move close to reverse the sword slash.";
752 string = "Long weapons like the sword and staff are also useful for defense;";
753 string2 = "you can parry enemy weapon attacks by pressing the attack key";
754 string3 = "at the right time. Please try parrying the enemy's attacks!";
757 string = "The staff is like the sword, but has two main attacks.";
758 string2 = "The standing smash is fast and effective, and the running";
759 string3 = "spin smash is slower and more powerful.";
762 string = std::string("When facing an enemy, you can throw the knife with ") + Input::keyToChar(Game::throwkey) + ".";
763 string2 = "It is possible to throw the knife while flipping,";
764 string3 = "but it is very inaccurate.";
767 string = "You now know everything you can learn from training.";
768 string2 = "Everything else you must learn from experience!";
771 string = "Walk out of the training area to return to the main menu.";
775 float opacity = maxtime - stagetime;
784 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);
785 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);
786 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);
788 string = "Press 'tab' to skip to the next item.";
789 string2 = "Press escape at any time to";
790 string3 = "pause or exit the tutorial.";
792 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);
793 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);
794 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);
797 void Tutorial::DoStuff(float multiplier)
816 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
817 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
818 OPENAL_SetFrequency(OPENAL_ALL);
820 emit_stream_np(stream_menutheme);
830 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
831 emit_sound_at(fireendsound, Person::players[0]->coords);
833 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
838 if (stage >= 14 && stage < 50) {
839 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
840 emit_sound_at(fireendsound, Person::players[1]->coords);
842 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
843 if (Random() % 2 == 0) {
844 if (!Person::players[1]->skeleton.free) {
845 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
847 if (Person::players[1]->skeleton.free) {
848 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
850 if (!Person::players[1]->skeleton.free) {
851 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;
853 if (Person::players[1]->skeleton.free) {
854 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
856 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
860 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
861 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
862 Person::players[1]->skeleton.joints[i].velocity = 0;
863 if (Random() % 2 == 0) {
864 if (!Person::players[1]->skeleton.free) {
865 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
867 if (Person::players[1]->skeleton.free) {
868 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
870 if (!Person::players[1]->skeleton.free) {
871 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;
873 if (Person::players[1]->skeleton.free) {
874 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
876 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);