X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=7ec4b65f92e0b06dab62265df3abefd0627efd32;hb=d3f16728298e0639a3b2e916386f4e8cea4018ff;hp=8f33c0cbe8338fdd448b2535fff063a8204cf602;hpb=1f7114ce6178de7231a890c31535acbbc34b3c6b;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 8f33c0c..7ec4b65 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -26,6 +26,7 @@ along with Lugaru. If not, see . #include "Level/Hotspot.hpp" #include "Menu/Menu.hpp" #include "Utils/Input.hpp" +#include "Tutorial.hpp" extern XYZ viewer; extern int environment; @@ -39,7 +40,6 @@ extern float screenwidth, screenheight; extern int kTextureSize; extern FRUSTUM frustum; extern Light light; -extern Objects objects; extern int detail; extern float usermousesensitivity; extern float camerashake; @@ -67,14 +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; @@ -118,13 +114,10 @@ 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 ) { @@ -141,7 +134,8 @@ int Game::DrawGLScene(StereoSide side) } else { 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); } } @@ -300,32 +294,32 @@ int Game::DrawGLScene(StereoSide side) glTranslatef(-viewer.x, -viewer.y, -viewer.z); frustum.GetFrustum(); - //make shadow decals on terrain and objects + //make shadow decals on terrain and Object::objects 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]; - if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == 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 - objects.position[j], 0, -objects.yaw[j], 0); + 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); } - objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } @@ -340,23 +334,23 @@ 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]; - if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) { + 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 - objects.position[j], 0, -objects.yaw[j], 0); + 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); else - point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); + 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); } - objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } @@ -368,12 +362,12 @@ 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]; - point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); + 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; - objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } @@ -408,7 +402,7 @@ 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); @@ -422,9 +416,9 @@ int Game::DrawGLScene(StereoSide side) checkpoint.y += 1; int i = -1; if (Person::players[k]->occluded != 0) - i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); + i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); if (i == -1) - i = checkcollide(viewer, checkpoint); + i = Object::checkcollide(viewer, checkpoint); if (i != -1) { Person::players[k]->occluded += 1; Person::players[k]->lastoccluded = i; @@ -445,7 +439,7 @@ int Game::DrawGLScene(StereoSide side) glPushMatrix(); glCullFace(GL_BACK); glEnable(GL_TEXTURE_2D); - objects.Draw(); + Object::Draw(); glPopMatrix(); //draw hawk @@ -473,7 +467,7 @@ 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); @@ -486,18 +480,21 @@ int Game::DrawGLScene(StereoSide side) checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; checkpoint.y += 1; int i = -1; - if (Person::players[k]->occluded != 0) - i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); - if (i == -1) - i = checkcollide(viewer, checkpoint); + if (Person::players[k]->occluded != 0) { + i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); + } + if (i == -1) { + i = Object::checkcollide(viewer, checkpoint); + } if (i != -1) { Person::players[k]->occluded += 1; Person::players[k]->lastoccluded = i; } else { Person::players[k]->occluded = 0; } - if (Person::players[k]->occluded < 25) + if (Person::players[k]->occluded < 25) { Person::players[k]->DrawSkeleton(); + } } } } @@ -561,7 +558,7 @@ 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; if (bonus < bonus_count) @@ -577,316 +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; @@ -898,9 +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) @@ -1036,7 +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())); @@ -1374,15 +1071,15 @@ 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 < objects.numobjects; i++) { - if (objects.type[i] == treetrunktype) { - distcheck = distsq(&Person::players[0]->coords, &objects.position[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) { Mapcircletexture.bind(); glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist)); glPushMatrix(); - glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0); - glRotatef(objects.yaw[i], 0, 0, 1); + glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0); + glRotatef(Object::objects[i]->yaw, 0, 0, 1); glScalef(.003, .003, .003); glBegin(GL_QUADS); glTexCoord2f(0, 0); @@ -1397,15 +1094,15 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); } } - if (objects.type[i] == boxtype) { - distcheck = distsq(&Person::players[0]->coords, &objects.position[i]); + if (Object::objects[i]->type == boxtype) { + distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position); if (distcheck < mapviewdist) { Mapboxtexture.bind(); glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist)); glPushMatrix(); - glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0); - glRotatef(objects.yaw[i], 0, 0, 1); - glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]); + glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0); + glRotatef(Object::objects[i]->yaw, 0, 0, 1); + glScalef(.01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); @@ -1855,12 +1552,12 @@ 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); } } }