X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=2e15dcd65da5aa57b1c20535f5c8ea79234cd80c;hb=8b6e8f3ad7390309795eb35c0959264cb7924402;hp=fa679481354152607426bc7c50d8a8ff62254727;hpb=bdf3ebaf05ce8dc8d59e321a07c66598db181eb7;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index fa67948..2e15dcd 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -25,6 +25,7 @@ along with Lugaru. If not, see . #include "Level/Dialog.hpp" #include "Level/Hotspot.hpp" #include "Menu/Menu.hpp" +#include "Tutorial.hpp" #include "Utils/Input.hpp" extern XYZ viewer; @@ -66,14 +67,10 @@ extern bool devtools; extern int mainmenu; extern int bloodtoggle; extern int difficulty; -extern bool decals; +extern bool decalstoggle; extern float texdetail; extern bool musictoggle; -extern int tutoriallevel; extern float smoketex; -extern float tutorialstagetime; -extern float tutorialmaxtime; -extern int tutorialstage; extern bool againbonus; extern float damagedealt; extern bool invertmouse; @@ -87,21 +84,22 @@ extern bool gamestarted; extern bool showdamagebar; - - int drawtoggle = 0; int numboundaries = 0; XYZ boundary[360]; int change = 0; - - -enum drawmodes { - normalmode, motionblurmode, radialzoommode, - realmotionblurmode, doublevisionmode, glowmode, +enum drawmodes +{ + normalmode, + motionblurmode, + radialzoommode, + realmotionblurmode, + doublevisionmode, + glowmode, }; -void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering. +void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering. { flashr = 1; flashg = 0; @@ -117,30 +115,28 @@ int Game::DrawGLScene(StereoSide side) { static float texcoordwidth, texcoordheight; static float texviewwidth, texviewheight; - static int l; static XYZ checkpoint; static float tempmult; float tutorialopac; std::string string; - std::string string2; - std::string string3; static int drawmode = 0; - if ( stereomode == stereoAnaglyph ) { + if (stereomode == stereoAnaglyph) { switch (side) { - case stereoLeft: - glColorMask( 0.0, 1.0, 1.0, 1.0 ); - break; - case stereoRight: - glColorMask( 1.0, 0.0, 0.0, 1.0 ); - break; - default: - break; + case stereoLeft: + glColorMask(0.0, 1.0, 1.0, 1.0); + break; + case stereoRight: + glColorMask(1.0, 0.0, 0.0, 1.0); + break; + default: + break; } } else { - glColorMask( 1.0, 1.0, 1.0, 1.0 ); + glColorMask(1.0, 1.0, 1.0, 1.0); - if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) { + if (stereomode == stereoHorizontalInterlaced || + stereomode == stereoVerticalInterlaced) { glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); } } @@ -192,7 +188,7 @@ int Game::DrawGLScene(StereoSide side) } if ((!changed && !slomo) || loading) { drawmode = normalmode; - if (ismotionblur && (/*fps>100||*/alwaysblur)) { + if (ismotionblur && (/*fps>100||*/ alwaysblur)) { if (olddrawmode != realmotionblurmode) change = 1; else @@ -248,18 +244,18 @@ int Game::DrawGLScene(StereoSide side) glClearColor(0.25f, 0.25f, 0.25f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT); - glMatrixMode (GL_MODELVIEW); + glMatrixMode(GL_MODELVIEW); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glLoadIdentity (); + glLoadIdentity(); // Move the camera for the current eye's point of view. // Reverse the movement if we're reversing stereo - glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0); + glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0); //camera effects if (!cameramode && !freeze && !winfreeze) { //shake - glRotatef(float(Random() % 100) / 10 * camerashake/*+(woozy*woozy)/10*/, 0, 0, 1); + glRotatef(float(Random() % 100) / 10 * camerashake /*+(woozy*woozy)/10*/, 0, 0, 1); //sway glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0); glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0); @@ -288,13 +284,13 @@ int Game::DrawGLScene(StereoSide side) if (environment == desertenvironment) { if (detail == 2) { - glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 ); + glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4); } glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0); glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0); } skybox->draw(); - glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0); + glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0); glPopMatrix(); glTranslatef(-viewer.x, -viewer.y, -viewer.z); frustum.GetFrustum(); @@ -303,25 +299,25 @@ int Game::DrawGLScene(StereoSide side) static XYZ point; static float size, opacity, rotation; rotation = 0; - for (unsigned k = 0; k < Person::players.size(); k++) { + for (unsigned int k = 0; k < Person::players.size(); k++) { if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping) if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25) - for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) { + for (unsigned int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) { if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) { point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; size = .4f; opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10; - if (k != 0 && tutoriallevel == 1) { + if (k != 0 && Tutorial::active) { opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10; } terrain.MakeDecal(shadowdecal, point, size, opacity, rotation); - for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { - int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { + unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) { point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); size = .4f; opacity = .4f; - if (k != 0 && tutoriallevel == 1) { + if (k != 0 && Tutorial::active) { opacity = .2 + .2 * sin(smoketex * 6 + i); } Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); @@ -339,12 +335,12 @@ int Game::DrawGLScene(StereoSide side) point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; size = .4f; opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5; - if (k != 0 && tutoriallevel == 1) { + if (k != 0 && Tutorial::active) { opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10; } terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation); - for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { - int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { + unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) { if (Person::players[k]->skeleton.free) point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); @@ -352,7 +348,7 @@ int Game::DrawGLScene(StereoSide side) point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); size = .4f; opacity = .4f; - if (k != 0 && tutoriallevel == 1) { + if (k != 0 && Tutorial::active) { opacity = .2 + .2 * sin(smoketex * 6 + i); } Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); @@ -367,8 +363,8 @@ int Game::DrawGLScene(StereoSide side) size = .7; opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5; terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation); - for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { - int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { + unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); size = .7; opacity = .4f; @@ -407,7 +403,7 @@ int Game::DrawGLScene(StereoSide side) glCullFace(GL_FRONT); glDepthMask(1); for (unsigned k = 0; k < Person::players.size(); k++) { - if (k == 0 || tutoriallevel != 1) { + if (k == 0 || !Tutorial::active) { glEnable(GL_BLEND); glEnable(GL_LIGHTING); terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z); @@ -472,7 +468,7 @@ int Game::DrawGLScene(StereoSide side) glCullFace(GL_FRONT); glDepthMask(1); for (unsigned k = 0; k < Person::players.size(); k++) { - if (!(k == 0 || tutoriallevel != 1)) { + if (!(k == 0 || !Tutorial::active)) { glEnable(GL_BLEND); glEnable(GL_LIGHTING); terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z); @@ -537,7 +533,6 @@ int Game::DrawGLScene(StereoSide side) } } - if (numpathpoints > 1) { glColor4f(0, 1, 0, 1); for (unsigned k = 0; int(k) < numpathpoints; k++) { @@ -563,9 +558,9 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_TEXTURE_2D); glColor4f(.5, .5, .5, 1); if (!console) { - if (!tutoriallevel) + if (!Tutorial::active) if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) { - const char *bonus_name; + const char* bonus_name; if (bonus < bonus_count) bonus_name = bonus_names[bonus]; else @@ -579,316 +574,16 @@ int Game::DrawGLScene(StereoSide side) glColor4f(.5, .5, .5, 1); } - if (tutoriallevel == 1) { - tutorialopac = tutorialmaxtime - tutorialstagetime; - if (tutorialopac > 1) - tutorialopac = 1; - if (tutorialopac < 0) - tutorialopac = 0; - - string = " "; - string2 = " "; - string3 = " "; - if (tutorialstage == 0) { - string = " "; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 1) { - string = "Welcome to the Lugaru training level!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 2) { - string = "BASIC MOVEMENT:"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 3) { - string = "You can move the mouse to rotate the camera."; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 4) { - string = std::string("Try using the ") + - Input::keyToChar(forwardkey) + ", " + - Input::keyToChar(leftkey) + ", " + - Input::keyToChar(backkey) + " and " + - Input::keyToChar(rightkey) + " keys to move around."; - string2 = "All movement is relative to the camera."; - string3 = " "; - } - if (tutorialstage == 5) { - string = std::string("Please press ") + Input::keyToChar(jumpkey) + " to jump."; - string2 = "You can hold it longer to jump higher."; - string3 = " "; - } - if (tutorialstage == 6) { - string = std::string("You can press ") + Input::keyToChar(crouchkey) + " to crouch."; - string2 = "You can jump higher from a crouching position."; - string3 = " "; - } - if (tutorialstage == 7) { - string = std::string("While running, you can press ") + Input::keyToChar(crouchkey) + " to roll."; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 8) { - string = "While crouching, you can sneak around silently"; - string2 = "using the movement keys."; - string3 = " "; - } - if (tutorialstage == 9) { - string = "Release the crouch key while sneaking and hold the movement keys"; - string2 = "to run animal-style."; - string3 = " "; - } - if (tutorialstage == 10) { - string = "ADVANCED MOVEMENT:"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 11) { - string = std::string("When you jump at a wall, you can hold ") + Input::keyToChar(jumpkey) + " again"; - string2 = "during impact to perform a walljump."; - string3 = "Be sure to use the movement keys to press against the wall"; - } - if (tutorialstage == 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 (tutorialstage == 13) { - string = "BASIC COMBAT:"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 14) { - string = "There is now an imaginary enemy"; - string2 = "in the middle of the training area."; - string3 = " "; - } - if (tutorialstage == 15) { - if (attackkey == MOUSEBUTTON1) { - string = "Click to attack when you are near an enemy."; - } else { - string = std::string("Press ") + Input::keyToChar(attackkey) + " to attack when you are near an enemy."; - } - string2 = "You can punch by standing still near an enemy and attacking."; - string3 = " "; - } - if (tutorialstage == 16) { - string = "If you are close, you will perform a weak punch."; - string2 = "The weak punch is excellent for starting attack combinations."; - string3 = " "; - } - if (tutorialstage == 17) { - string = "Attacking while running results in a spin kick."; - string2 = "This is one of your most powerful ground attacks."; - string3 = " "; - } - if (tutorialstage == 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 (tutorialstage == 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 (tutorialstage == 20) { - string = "Your most powerful individual attack is the rabbit kick."; - if (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(attackkey) + ", and press"; - } - string3 = std::string("the jump key (") + Input::keyToChar(jumpkey) + ") to attack."; - } - if (tutorialstage == 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 (tutorialstage == 22) { - string = "If you sneak behind an enemy unnoticed, you can kill"; - string2 = "him instantly. Move close behind this enemy"; - string3 = "and attack."; - } - if (tutorialstage == 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 (tutorialstage == 24) { - string = "You can tackle enemies by running at them animal-style"; - if (attackkey == MOUSEBUTTON1) { - string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(mouse button)."; - } else { - string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(" + Input::keyToChar(attackkey) + ")."; - } - string3 = "This is especially useful when they are running away."; - } - if (tutorialstage == 25) { - string = "Dodge by pressing back and attack. Dodging is essential"; - string2 = "against enemies with swords or other long weapons."; - string3 = " "; - } - if (tutorialstage == 26) { - string = "REVERSALS AND COUNTER-REVERSALS"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 27) { - string = "The enemy can now reverse your attacks."; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 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(crouchkey) + ") after attacking to escape from reversals."; - } - if (tutorialstage == 29) { - string = "Try escaping from two more reversals in a row."; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 30) { - string = "Good!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 31) { - string = std::string("To reverse an attack, you must tap crouch (") + Input::keyToChar(crouchkey) + ") during the"; - string2 = "enemy's attack. You must also be close to the enemy;"; - string3 = "this is especially important against armed opponents."; - } - if (tutorialstage == 32) { - string = "The enemy can attack in " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " seconds."; - string2 = "This imaginary opponents attacks will be highlighted"; - string3 = "to make this easier."; - } - if (tutorialstage == 33) { - string = "Reverse three enemy attacks!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 34) { - string = "Reverse two more enemy attacks!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 35) { - string = "Reverse one more enemy attack!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 36) { - string = "Excellent!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 37) { - string = "Now spar with the enemy for " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " more seconds."; - string2 = "Damage dealt: " + to_string(int(damagedealt)); - string3 = "Damage taken: " + to_string(int(damagetaken)); - } - if (tutorialstage == 38) { - string = "WEAPONS:"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 39) { - string = "There is now an imaginary knife"; - string2 = "in the center of the training area."; - string3 = " "; - } - if (tutorialstage == 40) { - string = "Stand, roll or handspring over the knife"; - string2 = std::string("while pressing ") + Input::keyToChar(throwkey) + " to pick it up."; - string3 = "You can crouch and press the same key to drop it again."; - } - if (tutorialstage == 41) { - string = std::string("You can equip and unequip weapons using the ") + Input::keyToChar(drawkey) + " key."; - string2 = "Sometimes it is best to keep them unequipped to"; - string3 = "prevent enemies from taking them. "; - } - if (tutorialstage == 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 (tutorialstage == 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 (tutorialstage == 44) { - string = "The enemy now has your knife!"; - string2 = "Please reverse two of his knife attacks."; - string3 = " "; - } - if (tutorialstage == 45) { - string = "Please reverse one more of his knife attacks."; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 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 (tutorialstage == 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 (tutorialstage == 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 (tutorialstage == 49) { - string = std::string("When facing an enemy, you can throw the knife with ") + Input::keyToChar(throwkey) + "."; - string2 = "It is possible to throw the knife while flipping,"; - string3 = "but it is very inaccurate."; - } - if (tutorialstage == 50) { - string = "You now know everything you can learn from training."; - string2 = "Everything else you must learn from experience!"; - string3 = " "; - } - if (tutorialstage == 51) { - string = "Walk out of the training area to return to the main menu."; - string2 = " "; - string3 = " "; - } - - 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); - 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); - 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."; - - 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); - 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); - 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); + if (Tutorial::active) { + Tutorial::DrawTextInfo(); } //Hot spots - if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) { + if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !Tutorial::active) { float closestdist = -1; - float distance = 0; int closest = Hotspot::current; for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { - distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position); + float distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position); if (closestdist == -1 || distance < closestdist) { if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) { closestdist = distance; @@ -900,9 +595,9 @@ int Game::DrawGLScene(StereoSide side) Hotspot::current = closest; if (Hotspot::hotspots[closest].type <= 10) { if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size) - tutorialstagetime = 0; - tutorialmaxtime = 1; - tutorialopac = tutorialmaxtime - tutorialstagetime; + Tutorial::stagetime = 0; + Tutorial::maxtime = 1; + tutorialopac = Tutorial::maxtime - Tutorial::stagetime; if (tutorialopac > 1) tutorialopac = 1; if (tutorialopac < 0) @@ -916,7 +611,7 @@ int Game::DrawGLScene(StereoSide side) int i = 0; while (!done) { if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') { - text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); + text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline) * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); lastline = i + 1; line++; if (string[i] == '\0') @@ -1000,10 +695,10 @@ int Game::DrawGLScene(StereoSide side) string = std::string(tempname) + ": "; if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) { - text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size()*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight); + text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size() * screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight); } else { glColor4f(0, 0, 0, tutorialopac); - text->glPrintOutline(startx - 2 * 7.6 * string.size()*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight); + text->glPrintOutline(startx - 2 * 7.6 * string.size() * screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight); } tempnum = 0; @@ -1038,7 +733,7 @@ int Game::DrawGLScene(StereoSide side) } } - if (!tutoriallevel && !winfreeze && !Dialog::inDialog() && !mainmenu) { + if (!Tutorial::active && !winfreeze && !Dialog::inDialog() && !mainmenu) { if (campaign) { if (scoreadded) { string = "Score: " + to_string(int(Account::active().getCampaignScore())); @@ -1134,7 +829,6 @@ int Game::DrawGLScene(StereoSide side) glColor4f(.5, .5, .5, 1); - if ((texttoggle || editorenabled) && devtools && !mainmenu) { string = "The framespersecond is " + to_string(int(fps)); text->glPrint(10, 30, string, 0, .8, 1024, 768); @@ -1163,42 +857,42 @@ int Game::DrawGLScene(StereoSide side) string = "Object type: " + to_string(editortype); text->glPrint(10, 120, string, 0, .8, 1024, 768); switch (editortype) { - case boxtype: - string = "(box)"; - break; - case treetrunktype: - string = "(tree)"; - break; - case walltype: - string = "(wall)"; - break; - case weirdtype: - string = "(weird)"; - break; - case spiketype: - string = "(spike)"; - break; - case rocktype: - string = "(rock)"; - break; - case bushtype: - string = "(bush)"; - break; - case tunneltype: - string = "(tunnel)"; - break; - case chimneytype: - string = "(chimney)"; - break; - case platformtype: - string = "(platform)"; - break; - case cooltype: - string = "(cool)"; - break; - case firetype: - string = "(fire)"; - break; + case boxtype: + string = "(box)"; + break; + case treetrunktype: + string = "(tree)"; + break; + case walltype: + string = "(wall)"; + break; + case weirdtype: + string = "(weird)"; + break; + case spiketype: + string = "(spike)"; + break; + case rocktype: + string = "(rock)"; + break; + case bushtype: + string = "(bush)"; + break; + case tunneltype: + string = "(tunnel)"; + break; + case chimneytype: + string = "(chimney)"; + break; + case platformtype: + string = "(platform)"; + break; + case cooltype: + string = "(cool)"; + break; + case firetype: + string = "(fire)"; + break; } text->glPrint(130, 120, string, 0, .8, 1024, 768); @@ -1209,7 +903,6 @@ int Game::DrawGLScene(StereoSide side) } string = "Difficulty: " + to_string(difficulty); text->glPrint(10, 240, string, 0, .8, 1024, 768); - } } @@ -1231,7 +924,7 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_BLEND); glColor4f(0, 0, 0, .5); glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); + glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); @@ -1270,8 +963,8 @@ int Game::DrawGLScene(StereoSide side) blackout = .6; glColor4f(0, 0, 0, blackout); if (!Person::players[0]->dead) { - if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) { - glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)*.3); + if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)) * .3 < .3) { + glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3); blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3; } else { glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3); @@ -1281,8 +974,8 @@ int Game::DrawGLScene(StereoSide side) if (console) glColor4f(.7, 0, 0, .2); glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); glEnd(); @@ -1320,7 +1013,7 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_BLEND); glColor4f(flashr, flashg, flashb, flashamount); glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); + glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); @@ -1339,11 +1032,11 @@ int Game::DrawGLScene(StereoSide side) float mapviewdist = 20000; glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring + glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -1376,7 +1069,7 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1); glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0); - for (int i = 0; i < Object::objects.size(); i++) { + for (unsigned int i = 0; i < Object::objects.size(); i++) { if (Object::objects[i]->type == treetrunktype) { distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position); if (distcheck < mapviewdist) { @@ -1521,7 +1214,7 @@ int Game::DrawGLScene(StereoSide side) //logo glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring + glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); @@ -1571,7 +1264,7 @@ int Game::DrawGLScene(StereoSide side) //logo glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring + glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); @@ -1617,25 +1310,25 @@ int Game::DrawGLScene(StereoSide side) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f); - glBindTexture( GL_TEXTURE_2D, screentexture); + glBindTexture(GL_TEXTURE_2D, screentexture); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); } } if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) { if (screentexture2) { - glBindTexture( GL_TEXTURE_2D, screentexture2); + glBindTexture(GL_TEXTURE_2D, screentexture2); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); } if (!screentexture2) { - glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glGenTextures( 1, &screentexture2 ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + glGenTextures(1, &screentexture2); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, screentexture2); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glBindTexture(GL_TEXTURE_2D, screentexture2); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0); } @@ -1652,12 +1345,12 @@ int Game::DrawGLScene(StereoSide side) glDrawBuffer(GL_FRONT); glReadBuffer(GL_BACK); } - glColor3f (1.0, 1.0, 1.0); // no coloring + glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, screentexture); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + glBindTexture(GL_TEXTURE_2D, screentexture); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -1694,7 +1387,7 @@ int Game::DrawGLScene(StereoSide side) glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glBlendFunc(GL_SRC_ALPHA, GL_ONE); - glBindTexture( GL_TEXTURE_2D, screentexture); + glBindTexture(GL_TEXTURE_2D, screentexture); glColor4f(1, 1, 1, .5); glPushMatrix(); glBegin(GL_QUADS); @@ -1708,7 +1401,7 @@ int Game::DrawGLScene(StereoSide side) glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); - glBindTexture( GL_TEXTURE_2D, screentexture2); + glBindTexture(GL_TEXTURE_2D, screentexture2); glColor4f(1, 1, 1, .5); glPushMatrix(); glBegin(GL_QUADS); @@ -1857,12 +1550,12 @@ int Game::DrawGLScene(StereoSide side) int offset = 0; if (consoleselected >= 60) offset = consoleselected - 60; - text->glPrint(10, 30, " ]", 0, 1, 1024, 768); + textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768); if (consoleblink) { - text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768); + textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768); } for (unsigned i = 0; i < 15; i++) { - text->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768); + textmono->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768); } } } @@ -1880,7 +1573,7 @@ int Game::DrawGLScene(StereoSide side) multiplier = 0; } - if ( side == stereoRight || side == stereoCenter ) { + if (side == stereoRight || side == stereoCenter) { if (drawmode != motionblurmode || mainmenu) { swap_gl_buffers(); } @@ -1908,7 +1601,7 @@ void DrawMenu() glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); Game::ReSizeGLScene(90, .1f); //draw menu background @@ -1933,8 +1626,8 @@ void DrawMenu() glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glColor4f(0, 0, 0, 1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glDisable(GL_TEXTURE_2D); glBegin(GL_QUADS); glVertex3f(-1, -1, 0); @@ -1944,8 +1637,8 @@ void DrawMenu() glEnd(); glEnable(GL_BLEND); glColor4f(0.4, 0.4, 0.4, 1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glEnable(GL_TEXTURE_2D); Game::Mainmenuitems[4].bind(); glBegin(GL_QUADS); @@ -1964,8 +1657,6 @@ void DrawMenu() glPopMatrix(); glMatrixMode(GL_MODELVIEW); - - glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); @@ -1997,8 +1688,8 @@ void DrawMenu() glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glColor4f(1, 1, 1, 1); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glPopMatrix(); if (!Game::waiting) { // hide the cursor while waiting for a key glPushMatrix(); @@ -2026,7 +1717,6 @@ void DrawMenu() glMatrixMode(GL_PROJECTION); glPopMatrix(); - //draw screen flash if (flashamount > 0) { if (flashamount > 1)