]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Tutorial.cpp
Added braces to all statements with clang-tidy and ran clang-format again
[lugaru.git] / Source / Tutorial.cpp
index 675d3e8755acacc4216ce77271c9f132b7ff0714..4a034373b83ed5b1f0a52366ddf4af21f0dc1da2 100644 (file)
@@ -19,9 +19,9 @@ 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 "Game.hpp"
 #include "Level/Awards.hpp"
 #include "Objects/Person.hpp"
 #include "Utils/Input.hpp"
@@ -92,19 +92,22 @@ void Tutorial::Do(float multiplier)
 
                 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
                     if (Random() % 2 == 0) {
-                        if (!Person::players[1]->skeleton.free)
+                        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)
+                        }
+                        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)
+                        }
+                        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)
+                        }
+                        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;
+            } break;
             case 15:
             case 16:
             case 17:
@@ -124,8 +127,9 @@ void Tutorial::Do(float multiplier)
                 if (bonus == cannon) {
                     bonus = Slicebonus;
                     againbonus = 1;
-                } else
+                } else {
                     againbonus = 0;
+                }
                 break;
             case 27:
                 maxtime = 4;
@@ -204,8 +208,7 @@ void Tutorial::Do(float multiplier)
                 w.physics = 1;
 
                 weapons.push_back(w);
-            }
-            break;
+            } break;
             case 40:
             case 41:
             case 43:
@@ -282,8 +285,7 @@ void Tutorial::Do(float multiplier)
                 Person::players[1]->num_weapons = 1;
                 Person::players[1]->weaponids[0] = 0;
 
-            }
-            break;
+            } break;
             case 48:
                 canattack = 0;
                 cananger = 0;
@@ -300,10 +302,11 @@ void Tutorial::Do(float multiplier)
                 Person::players[1]->num_weapons = 1;
                 Person::players[1]->weaponids[0] = 0;
 
-                if (Person::players[0]->weaponactive != -1)
+                if (Person::players[0]->weaponactive != -1) {
                     weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
-                else
+                } else {
                     weapons[0].setType(staff);
+                }
                 break;
             case 49:
                 canattack = 0;
@@ -333,14 +336,18 @@ void Tutorial::Do(float multiplier)
 
                 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
                     if (Random() % 2 == 0) {
-                        if (!Person::players[1]->skeleton.free)
+                        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)
+                        }
+                        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)
+                        }
+                        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)
+                        }
+                        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);
                     }
                 }
@@ -350,104 +357,125 @@ void Tutorial::Do(float multiplier)
                 Person::players[1]->weaponactive = -1;
 
                 weapons.clear();
-            }
-            break;
+            } break;
             case 51:
                 maxtime = 80000;
                 break;
             default:
                 break;
         }
-        if (stage <= 51)
+        if (stage <= 51) {
             stagetime = 0;
+        }
     }
 
     //Tutorial success
     if (stagetime < maxtime - 3) {
         switch (stage) {
             case 3:
-                if (Game::deltah || Game::deltav)
+                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)
+                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)
+                if (Person::players[0]->jumpkeydown) {
                     success = 1;
+                }
                 break;
             case 6:
-                if (Person::players[0]->isCrouch())
+                if (Person::players[0]->isCrouch()) {
                     success = 1;
+                }
                 break;
             case 7:
-                if (Person::players[0]->animTarget == rollanim)
+                if (Person::players[0]->animTarget == rollanim) {
                     success = 1;
+                }
                 break;
             case 8:
-                if (Person::players[0]->animTarget == sneakanim)
+                if (Person::players[0]->animTarget == sneakanim) {
                     success += multiplier;
+                }
                 break;
             case 9:
-                if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
+                if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim) {
                     success += multiplier;
+                }
                 break;
             case 11:
-                if (Person::players[0]->isWallJump())
+                if (Person::players[0]->isWallJump()) {
                     success = 1;
+                }
                 break;
             case 12:
-                if (Person::players[0]->animTarget == flipanim)
+                if (Person::players[0]->animTarget == flipanim) {
                     success = 1;
+                }
                 break;
             case 15:
-                if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
+                if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim) {
                     success = 1;
+                }
                 break;
             case 16:
-                if (Person::players[0]->animTarget == winduppunchanim)
+                if (Person::players[0]->animTarget == winduppunchanim) {
                     success = 1;
+                }
                 break;
             case 17:
-                if (Person::players[0]->animTarget == spinkickanim)
+                if (Person::players[0]->animTarget == spinkickanim) {
                     success = 1;
+                }
                 break;
             case 18:
-                if (Person::players[0]->animTarget == sweepanim)
+                if (Person::players[0]->animTarget == sweepanim) {
                     success = 1;
+                }
                 break;
             case 19:
-                if (Person::players[0]->animTarget == dropkickanim)
+                if (Person::players[0]->animTarget == dropkickanim) {
                     success = 1;
+                }
                 break;
             case 20:
-                if (Person::players[0]->animTarget == rabbitkickanim)
+                if (Person::players[0]->animTarget == rabbitkickanim) {
                     success = 1;
+                }
                 break;
             case 21:
-                if (bonus == cannon)
+                if (bonus == cannon) {
                     success = 1;
+                }
                 break;
             case 22:
-                if (bonus == spinecrusher)
+                if (bonus == spinecrusher) {
                     success = 1;
+                }
                 break;
             case 23:
-                if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
+                if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim) {
                     success = 1;
+                }
                 break;
             case 24:
-                if (Person::players[0]->animTarget == rabbittacklinganim)
+                if (Person::players[0]->animTarget == rabbittacklinganim) {
                     success = 1;
+                }
                 break;
             case 25:
-                if (Person::players[0]->animTarget == backhandspringanim)
+                if (Person::players[0]->animTarget == backhandspringanim) {
                     success = 1;
+                }
                 break;
             case 28:
-                if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
+                if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint) {
                     success = 1;
+                }
                 break;
             case 29:
                 if (Person::players[0]->escapednum == 2) {
@@ -527,7 +555,7 @@ void Tutorial::DrawTextInfo()
     switch (stage) {
         case 0:
         default:
-        break;
+            break;
         case 1:
             string = "Welcome to the Lugaru training level!";
             break;
@@ -539,10 +567,10 @@ void Tutorial::DrawTextInfo()
             break;
         case 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.";
+                     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.";
             break;
         case 5:
@@ -584,11 +612,7 @@ void Tutorial::DrawTextInfo()
             string2 = "in the middle of the training area.";
             break;
         case 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.";
-            }
+            string = std::string("Press ") + Input::keyToChar(Game::attackkey) + " to attack when you are near an enemy.";
             string2 = "You can punch by standing still near an enemy and attacking.";
             break;
         case 16:
@@ -610,11 +634,7 @@ void Tutorial::DrawTextInfo()
             break;
         case 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";
-            }
+            string2 = std::string("Run at the enemy while holding ") + Input::keyToChar(Game::attackkey) + ", and press";
             string3 = std::string("the jump key (") + Input::keyToChar(Game::jumpkey) + ") to attack.";
             break;
         case 21:
@@ -638,11 +658,7 @@ void Tutorial::DrawTextInfo()
             break;
         case 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) + ").";
-            }
+            string2 = std::string("and pressing jump (") + Input::keyToChar(Game::jumpkey) + ") or attack (" + Input::keyToChar(Game::attackkey) + ").";
             string3 = "This is especially useful when they are running away.";
             break;
         case 25:
@@ -765,17 +781,17 @@ void Tutorial::DrawTextInfo()
         opacity = 0;
     }
 
-    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
-    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
-    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string2.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+    Game::text->glPrintOutlined(1, 1, 1, opacity, screenwidth / 2 - 7.6 * string3.size() * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
 
     string = "Press 'tab' to skip to the next item.";
     string2 = "Press escape at any time to";
     string3 = "pause or exit the tutorial.";
 
-    Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
-    Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
-    Game::text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
+    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)
@@ -798,7 +814,7 @@ void Tutorial::DoStuff(float multiplier)
     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_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);
@@ -825,14 +841,18 @@ void Tutorial::DoStuff(float multiplier)
 
             for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
                 if (Random() % 2 == 0) {
-                    if (!Person::players[1]->skeleton.free)
+                    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)
+                    }
+                    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)
+                    }
+                    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)
+                    }
+                    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);
                 }
             }
@@ -841,14 +861,18 @@ void Tutorial::DoStuff(float multiplier)
             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)
+                    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)
+                    }
+                    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)
+                    }
+                    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)
+                    }
+                    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);
                 }
             }