]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Tutorial.cpp
Moved things related to tutorial in new Tutorial class
[lugaru.git] / Source / Tutorial.cpp
diff --git a/Source/Tutorial.cpp b/Source/Tutorial.cpp
new file mode 100644 (file)
index 0000000..006da97
--- /dev/null
@@ -0,0 +1,910 @@
+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
+
+This file is part of Lugaru.
+
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+Lugaru is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#include "Tutorial.hpp"
+#include "Game.hpp"
+#include "Audio/Sounds.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Level/Awards.hpp"
+#include "Objects/Person.hpp"
+#include "Utils/Input.hpp"
+
+extern bool reversaltrain;
+extern bool canattack;
+extern bool cananger;
+extern int bonus;
+extern float damagedealt;
+extern bool againbonus;
+extern float screenwidth, screenheight;
+extern int mainmenu;
+
+bool Tutorial::active = false;
+int Tutorial::stage = 0;
+float Tutorial::stagetime = 0;
+float Tutorial::maxtime = 0;
+float Tutorial::success = 0;
+
+void Tutorial::Do(float multiplier)
+{
+    if (stagetime > maxtime) {
+        stage++;
+        success = 0;
+        if (stage <= 1) {
+            canattack = 0;
+            cananger = 0;
+            reversaltrain = 0;
+        }
+        switch (stage) {
+            case 1:
+                maxtime = 5;
+                break;
+            case 2:
+            case 10:
+            case 13:
+            case 26:
+                maxtime = 2;
+                break;
+            case 3:
+            case 5:
+            case 6:
+            case 7:
+            case 8:
+            case 9:
+                maxtime = 600;
+                break;
+            case 4:
+            case 11:
+            case 12:
+                maxtime = 1000;
+                break;
+            case 14: {
+                maxtime = 3;
+
+                XYZ temp, temp2;
+
+                temp.x = 1011;
+                temp.y = 84;
+                temp.z = 491;
+                temp2.x = 1025;
+                temp2.y = 75;
+                temp2.z = 447;
+
+                Person::players[1]->coords = (temp + temp2) / 2;
+
+                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);
+                    }
+                }
+            }
+            break;
+            case 15:
+            case 16:
+            case 17:
+            case 18:
+            case 20:
+            case 22:
+            case 23:
+            case 24:
+            case 25:
+                maxtime = 500;
+                break;
+            case 19:
+                stage = 20;
+                break;
+            case 21:
+                maxtime = 500;
+                if (bonus == cannon) {
+                    bonus = Slicebonus;
+                    againbonus = 1;
+                } else
+                    againbonus = 0;
+                break;
+            case 27:
+                maxtime = 4;
+                reversaltrain = 1;
+                cananger = 1;
+                Person::players[1]->aitype = attacktypecutoff;
+                break;
+            case 28:
+            case 34:
+            case 35:
+                maxtime = 400;
+                break;
+            case 29:
+                maxtime = 400;
+                Person::players[0]->escapednum = 0;
+                break;
+            case 30:
+                maxtime = 4;
+                reversaltrain = 0;
+                cananger = 0;
+                Person::players[1]->aitype = passivetype;
+                break;
+            case 31:
+                maxtime = 13;
+                break;
+            case 32:
+                maxtime = 8;
+                break;
+            case 33:
+                maxtime = 400;
+                cananger = 1;
+                canattack = 1;
+                Person::players[1]->aitype = attacktypecutoff;
+                break;
+            case 36:
+                maxtime = 2;
+                reversaltrain = 0;
+                cananger = 0;
+                Person::players[1]->aitype = passivetype;
+                break;
+            case 37:
+                damagedealt = 0;
+                damagetaken = 0;
+                maxtime = 50;
+                cananger = 1;
+                canattack = 1;
+                Person::players[1]->aitype = attacktypecutoff;
+                break;
+            case 38:
+                maxtime = 4;
+                canattack = 0;
+                cananger = 0;
+                Person::players[1]->aitype = passivetype;
+                break;
+            case 39: {
+                XYZ temp, temp2;
+
+                temp.x = 1011;
+                temp.y = 84;
+                temp.z = 491;
+                temp2.x = 1025;
+                temp2.y = 75;
+                temp2.z = 447;
+
+                Weapon w(knife, -1);
+                w.position = (temp + temp2) / 2;
+                w.tippoint = (temp + temp2) / 2;
+
+                w.velocity = 0.1;
+                w.tipvelocity = 0.1;
+                w.missed = 1;
+                w.hitsomething = 0;
+                w.freetime = 0;
+                w.firstfree = 1;
+                w.physics = 1;
+
+                weapons.push_back(w);
+            }
+            break;
+            case 40:
+            case 41:
+            case 43:
+                maxtime = 300;
+                break;
+            case 42:
+                maxtime = 8;
+                break;
+            case 44:
+                weapons[0].owner = 1;
+                Person::players[0]->weaponactive = -1;
+                Person::players[0]->num_weapons = 0;
+                Person::players[1]->weaponactive = 0;
+                Person::players[1]->num_weapons = 1;
+                Person::players[1]->weaponids[0] = 0;
+
+                cananger = 1;
+                canattack = 1;
+                Person::players[1]->aitype = attacktypecutoff;
+
+                maxtime = 300;
+                break;
+            case 45:
+                weapons[0].owner = 1;
+                Person::players[0]->weaponactive = -1;
+                Person::players[0]->num_weapons = 0;
+                Person::players[1]->weaponactive = 0;
+                Person::players[1]->num_weapons = 1;
+                Person::players[1]->weaponids[0] = 0;
+
+                maxtime = 300;
+                break;
+            case 46:
+                weapons[0].owner = 1;
+                Person::players[0]->weaponactive = -1;
+                Person::players[0]->num_weapons = 0;
+                Person::players[1]->weaponactive = 0;
+                Person::players[1]->num_weapons = 1;
+                Person::players[1]->weaponids[0] = 0;
+
+                weapons[0].setType(sword);
+
+                maxtime = 300;
+                break;
+            case 47: {
+                maxtime = 10;
+
+                XYZ temp, temp2;
+
+                temp.x = 1011;
+                temp.y = 84;
+                temp.z = 491;
+                temp2.x = 1025;
+                temp2.y = 75;
+                temp2.z = 447;
+
+                Weapon w(sword, -1);
+                w.position = (temp + temp2) / 2;
+                w.tippoint = (temp + temp2) / 2;
+
+                w.velocity = 0.1;
+                w.tipvelocity = 0.1;
+                w.missed = 1;
+                w.hitsomething = 0;
+                w.freetime = 0;
+                w.firstfree = 1;
+                w.physics = 1;
+
+                weapons.push_back(w);
+
+                weapons[0].owner = 1;
+                weapons[1].owner = 0;
+                Person::players[0]->weaponactive = 0;
+                Person::players[0]->num_weapons = 1;
+                Person::players[0]->weaponids[0] = 1;
+                Person::players[1]->weaponactive = 0;
+                Person::players[1]->num_weapons = 1;
+                Person::players[1]->weaponids[0] = 0;
+
+            }
+            break;
+            case 48:
+                canattack = 0;
+                cananger = 0;
+                Person::players[1]->aitype = passivetype;
+
+                maxtime = 15;
+
+                weapons[0].owner = 1;
+                weapons[1].owner = 0;
+                Person::players[0]->weaponactive = 0;
+                Person::players[0]->num_weapons = 1;
+                Person::players[0]->weaponids[0] = 1;
+                Person::players[1]->weaponactive = 0;
+                Person::players[1]->num_weapons = 1;
+                Person::players[1]->weaponids[0] = 0;
+
+                if (Person::players[0]->weaponactive != -1)
+                    weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
+                else
+                    weapons[0].setType(staff);
+                break;
+            case 49:
+                canattack = 0;
+                cananger = 0;
+                Person::players[1]->aitype = passivetype;
+
+                maxtime = 200;
+
+                weapons[1].position = 1000;
+                weapons[1].tippoint = 1000;
+
+                weapons[0].setType(knife);
+
+                weapons[0].owner = 0;
+                Person::players[1]->weaponactive = -1;
+                Person::players[1]->num_weapons = 0;
+                Person::players[0]->weaponactive = 0;
+                Person::players[0]->num_weapons = 1;
+                Person::players[0]->weaponids[0] = 0;
+
+                break;
+            case 50: {
+                maxtime = 8;
+
+                XYZ temp, temp2;
+                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]->num_weapons = 0;
+                Person::players[1]->weaponstuck = -1;
+                Person::players[1]->weaponactive = -1;
+
+                weapons.clear();
+            }
+            break;
+            case 51:
+                maxtime = 80000;
+                break;
+            default:
+                break;
+        }
+        if (stage <= 51)
+            stagetime = 0;
+    }
+
+    //Tutorial success
+    if (stagetime < maxtime - 3) {
+        switch (stage) {
+            case 3:
+                if (Game::deltah || Game::deltav)
+                    success += multiplier;
+                break;
+            case 4:
+                if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
+                    success += multiplier;
+                break;
+            case 5:
+                if (Person::players[0]->jumpkeydown)
+                    success = 1;
+                break;
+            case 6:
+                if (Person::players[0]->isCrouch())
+                    success = 1;
+                break;
+            case 7:
+                if (Person::players[0]->animTarget == rollanim)
+                    success = 1;
+                break;
+            case 8:
+                if (Person::players[0]->animTarget == sneakanim)
+                    success += multiplier;
+                break;
+            case 9:
+                if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
+                    success += multiplier;
+                break;
+            case 11:
+                if (Person::players[0]->isWallJump())
+                    success = 1;
+                break;
+            case 12:
+                if (Person::players[0]->animTarget == flipanim)
+                    success = 1;
+                break;
+            case 15:
+                if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
+                    success = 1;
+                break;
+            case 16:
+                if (Person::players[0]->animTarget == winduppunchanim)
+                    success = 1;
+                break;
+            case 17:
+                if (Person::players[0]->animTarget == spinkickanim)
+                    success = 1;
+                break;
+            case 18:
+                if (Person::players[0]->animTarget == sweepanim)
+                    success = 1;
+                break;
+            case 19:
+                if (Person::players[0]->animTarget == dropkickanim)
+                    success = 1;
+                break;
+            case 20:
+                if (Person::players[0]->animTarget == rabbitkickanim)
+                    success = 1;
+                break;
+            case 21:
+                if (bonus == cannon)
+                    success = 1;
+                break;
+            case 22:
+                if (bonus == spinecrusher)
+                    success = 1;
+                break;
+            case 23:
+                if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
+                    success = 1;
+                break;
+            case 24:
+                if (Person::players[0]->animTarget == rabbittacklinganim)
+                    success = 1;
+                break;
+            case 25:
+                if (Person::players[0]->animTarget == backhandspringanim)
+                    success = 1;
+                break;
+            case 28:
+                if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
+                    success = 1;
+                break;
+            case 29:
+                if (Person::players[0]->escapednum == 2) {
+                    success = 1;
+                    reversaltrain = 0;
+                    cananger = 0;
+                    Person::players[1]->aitype = passivetype;
+                }
+                break;
+            case 33:
+            case 34:
+                if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
+                    success = 1;
+                }
+                break;
+            case 35:
+                if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
+                    success = 1;
+                    reversaltrain = 0;
+                    cananger = 0;
+                    Person::players[1]->aitype = passivetype;
+                }
+                break;
+            case 40:
+                if (Person::players[0]->num_weapons > 0) {
+                    success = 1;
+                }
+                break;
+            case 41:
+                if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0) {
+                    success = 1;
+                }
+                break;
+            case 43:
+                if (Person::players[0]->animTarget == knifeslashstartanim) {
+                    success = 1;
+                }
+                break;
+            case 44:
+            case 45:
+            case 46:
+                if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
+                    success = 1;
+                }
+                break;
+            case 49:
+                if (Person::players[1]->weaponstuck != -1) {
+                    success = 1;
+                }
+                break;
+            default:
+                break;
+        }
+        if (success >= 1) {
+            stagetime = maxtime - 3;
+        }
+
+        if (stagetime == maxtime - 3) {
+            emit_sound_np(consolesuccesssound);
+        }
+
+        if (success >= 1) {
+            if (stage == 34 || stage == 35) {
+                stagetime = maxtime - 1;
+            }
+        }
+    }
+
+    if (stage < 14 || stage >= 50) {
+        Person::players[1]->coords.y = 300;
+        Person::players[1]->velocity = 0;
+    }
+}
+
+void Tutorial::DrawText()
+{
+    std::string string;
+    std::string string2;
+    std::string string3;
+    float tutorialopac = maxtime - stagetime;
+    if (tutorialopac > 1)
+        tutorialopac = 1;
+    if (tutorialopac < 0)
+        tutorialopac = 0;
+
+    string = " ";
+    string2 = " ";
+    string3 = " ";
+    if (stage == 0) {
+        string = " ";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 1) {
+        string = "Welcome to the Lugaru training level!";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 2) {
+        string = "BASIC MOVEMENT:";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 3) {
+        string = "You can move the mouse to rotate the camera.";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 4) {
+        string = std::string("Try using the ") +
+                Input::keyToChar(Game::forwardkey) + ", " +
+                Input::keyToChar(Game::leftkey) + ", " +
+                Input::keyToChar(Game::backkey) + " and " +
+                Input::keyToChar(Game::rightkey) + " keys to move around.";
+        string2 = "All movement is relative to the camera.";
+        string3 = " ";
+    }
+    if (stage == 5) {
+        string = std::string("Please press ") + Input::keyToChar(Game::jumpkey) + " to jump.";
+        string2 = "You can hold it longer to jump higher.";
+        string3 = " ";
+    }
+    if (stage == 6) {
+        string = std::string("You can press ") + Input::keyToChar(Game::crouchkey) + " to crouch.";
+        string2 = "You can jump higher from a crouching position.";
+        string3 = " ";
+    }
+    if (stage == 7) {
+        string = std::string("While running, you can press ") + Input::keyToChar(Game::crouchkey) + " to roll.";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 8) {
+        string = "While crouching, you can sneak around silently";
+        string2 = "using the movement keys.";
+        string3 = " ";
+    }
+    if (stage == 9) {
+        string = "Release the crouch key while sneaking and hold the movement keys";
+        string2 = "to run animal-style.";
+        string3 = " ";
+    }
+    if (stage == 10) {
+        string = "ADVANCED MOVEMENT:";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 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";
+    }
+    if (stage == 12) {
+        string = "While in the air, you can press crouch to flip.";
+        string2 = "Walljumps and flips confuse enemies and give you more control.";
+        string3 = " ";
+    }
+    if (stage == 13) {
+        string = "BASIC COMBAT:";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 14) {
+        string = "There is now an imaginary enemy";
+        string2 = "in the middle of the training area.";
+        string3 = " ";
+    }
+    if (stage == 15) {
+        if (Game::attackkey == MOUSEBUTTON1) {
+            string = "Click to attack when you are near an enemy.";
+        } else {
+            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.";
+        string3 = " ";
+    }
+    if (stage == 16) {
+        string = "If you are close, you will perform a weak punch.";
+        string2 = "The weak punch is excellent for starting attack combinations.";
+        string3 = " ";
+    }
+    if (stage == 17) {
+        string = "Attacking while running results in a spin kick.";
+        string2 = "This is one of your most powerful ground attacks.";
+        string3 = " ";
+    }
+    if (stage == 18) {
+        string = "Sweep the enemy's legs out by attacking while crouched.";
+        string2 = "This is a very fast attack, and easy to follow up.";
+        string3 = " ";
+    }
+    if (stage == 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)";
+    }
+    if (stage == 20) {
+        string = "Your most powerful individual attack is the rabbit kick.";
+        if (Game::attackkey == MOUSEBUTTON1) {
+            string2 = "Run at the enemy while holding the mouse button, and press";
+        } else {
+            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.";
+    }
+    if (stage == 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.";
+    }
+    if (stage == 22) {
+        string = "If you sneak behind an enemy unnoticed, you can kill";
+        string2 = "him instantly. Move close behind this enemy";
+        string3 = "and attack.";
+    }
+    if (stage == 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.";
+    }
+    if (stage == 24) {
+        string = "You can tackle enemies by running at them animal-style";
+        if (Game::attackkey == MOUSEBUTTON1) {
+            string2 = std::string("and pressing jump (") + Input::keyToChar(Game::jumpkey) + ") or attack(mouse button).";
+        } else {
+            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.";
+    }
+    if (stage == 25) {
+        string = "Dodge by pressing back and attack. Dodging is essential";
+        string2 = "against enemies with swords or other long weapons.";
+        string3 = " ";
+    }
+    if (stage == 26) {
+        string = "REVERSALS AND COUNTER-REVERSALS";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 27) {
+        string = "The enemy can now reverse your attacks.";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 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.";
+    }
+    if (stage == 29) {
+        string = "Try escaping from two more reversals in a row.";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 30) {
+        string = "Good!";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 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.";
+    }
+    if (stage == 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.";
+    }
+    if (stage == 33) {
+        string = "Reverse three enemy attacks!";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 34) {
+        string = "Reverse two more enemy attacks!";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 35) {
+        string = "Reverse one more enemy attack!";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 36) {
+        string = "Excellent!";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 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));
+    }
+    if (stage == 38) {
+        string = "WEAPONS:";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 39) {
+        string = "There is now an imaginary knife";
+        string2 = "in the center of the training area.";
+        string3 = " ";
+    }
+    if (stage == 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.";
+    }
+    if (stage == 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. ";
+    }
+    if (stage == 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.";
+    }
+    if (stage == 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.";
+    }
+    if (stage == 44) {
+        string = "The enemy now has your knife!";
+        string2 = "Please reverse two of his knife attacks.";
+        string3 = " ";
+    }
+    if (stage == 45) {
+        string = "Please reverse one more of his knife attacks.";
+        string2 = " ";
+        string3 = " ";
+    }
+    if (stage == 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.";
+    }
+    if (stage == 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!";
+    }
+    if (stage == 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.";
+    }
+    if (stage == 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.";
+    }
+    if (stage == 50) {
+        string = "You now know everything you can learn from training.";
+        string2 = "Everything else you must learn from experience!";
+        string3 = " ";
+    }
+    if (stage == 51) {
+        string = "Walk out of the training area to return to the main menu.";
+        string2 = " ";
+        string3 = " ";
+    }
+
+    Game::text->glPrintOutlined(1, 1, 1, tutorialopac, 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, tutorialopac, 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, tutorialopac, 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);
+                }
+            }
+        }
+    }
+}