]> git.jsancho.org Git - lugaru.git/commitdiff
Moved things related to tutorial in new Tutorial class
authorCôme Chilliet <come@chilliet.eu>
Fri, 16 Dec 2016 04:10:11 +0000 (11:10 +0700)
committerCôme Chilliet <come@chilliet.eu>
Fri, 16 Dec 2016 18:31:34 +0000 (19:31 +0100)
12 files changed:
CMakeLists.txt
Source/Animation/Skeleton.cpp
Source/Devtools/ConsoleCmds.cpp
Source/Environment/Terrain.cpp
Source/Game.hpp
Source/GameDraw.cpp
Source/GameTick.cpp
Source/Globals.cpp
Source/Objects/Person.cpp
Source/Objects/Weapons.cpp
Source/Tutorial.cpp [new file with mode: 0644]
Source/Tutorial.hpp [new file with mode: 0644]

index 58693544d74f30c8adbee32b5c52f9d9787ed53b..4b9fb85b54b4cdd62a53272f808ead5b493568b5 100644 (file)
@@ -82,6 +82,7 @@ set(LUGARU_SRCS
     ${SRCDIR}/GameInitDispose.cpp
     ${SRCDIR}/GameTick.cpp
     ${SRCDIR}/Globals.cpp
+    ${SRCDIR}/Tutorial.cpp
 
 )
 
@@ -122,6 +123,7 @@ set(LUGARU_H
     ${SRCDIR}/Utils/Input.hpp
     ${SRCDIR}/Utils/private.h
     ${SRCDIR}/Game.hpp
+    ${SRCDIR}/Tutorial.hpp
 
 )
 
index 31f98860c8528fc05f82caad26144bda85a3e9e3..a098b1a4d2d8316dc8b50fc33f45d231deeaaa39 100644 (file)
@@ -24,6 +24,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Audio/openal_wrapper.hpp"
 #include "Game.hpp"
 #include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
 
 extern float multiplier;
 extern float gravity;
@@ -32,7 +33,6 @@ extern int environment;
 extern float camerashake;
 extern bool freeze;
 extern int detail;
-extern int tutoriallevel;
 
 extern int whichjointstartarray[26];
 extern int whichjointendarray[26];
@@ -242,7 +242,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                     if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
                         joints[i].locked = 1;
                         joints[i].delay = 1;
-                        if (tutoriallevel != 1 || id == 0) {
+                        if (!Tutorial::active || id == 0) {
                             emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
                         }
                         breaking = true;
@@ -251,7 +251,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                     if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
                         joints[i].locked = 1;
                         joints[i].delay = 1;
-                        if (tutoriallevel != 1 || id == 0) {
+                        if (!Tutorial::active || id == 0) {
                             emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
                         }
                     }
@@ -270,7 +270,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                     else
                         joints[i].velocity = 0;
 
-                    if (tutoriallevel != 1 || id == 0)
+                    if (!Tutorial::active || id == 0)
                         if (findLengthfast(&bounceness) > 8000 && breaking) {
                             // FIXME: this crashes because k is not initialized!
                             // to reproduce, type 'wolfie' in console and play a while
@@ -336,7 +336,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                                     if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
                                         joints[i].locked = 1;
                                         joints[i].delay = 1;
-                                        if (tutoriallevel != 1 || id == 0) {
+                                        if (!Tutorial::active || id == 0) {
                                             emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
                                         }
                                         breaking = true;
@@ -345,7 +345,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                                     if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
                                         joints[i].locked = 1;
                                         joints[i].delay = 1;
-                                        if (tutoriallevel != 1 || id == 0) {
+                                        if (!Tutorial::active || id == 0) {
                                             emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
                                         }
                                     }
@@ -358,7 +358,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale)
                                         bounceness = 0;
                                         joints[i].velocity = joints[i].oldvelocity;
                                     }
-                                    if (tutoriallevel != 1 || id == 0)
+                                    if (!Tutorial::active || id == 0)
                                         if (findLengthfast(&bounceness) > 4000 && breaking) {
                                             Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .4, .5, Random() % 360);
                                             Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
@@ -642,7 +642,7 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
     drawmodel.Rotate(180, 0, 0);
     drawmodel.Scale(.04, .04, .04);
     drawmodel.FlipTexCoords();
-    if ((tutoriallevel == 1) && (id != 0)) {
+    if ((Tutorial::active) && (id != 0)) {
         drawmodel.UniformTexCoords();
         drawmodel.ScaleTexCoords(0.1);
     }
@@ -657,9 +657,9 @@ void Skeleton::Load(const std::string& filename,       const std::string& lowfil
     drawmodellow.Rotate(180, 0, 0);
     drawmodellow.Scale(.04, .04, .04);
     drawmodellow.FlipTexCoords();
-    if (tutoriallevel == 1 && id != 0)
+    if (Tutorial::active && id != 0)
         drawmodellow.UniformTexCoords();
-    if (tutoriallevel == 1 && id != 0)
+    if (Tutorial::active && id != 0)
         drawmodellow.ScaleTexCoords(0.1);
     drawmodellow.CalculateNormals(0);
 
index baa1463893dae10c5dbab20b068de2002900c766..57e9f4a8b78150eaefd7fa4b2469bdff77db183f 100644 (file)
@@ -24,6 +24,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Level/Dialog.hpp"
 #include "Level/Hotspot.hpp"
 #include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
 
 const char *cmd_names[cmd_count] = {
 #define DECLARE_COMMAND(cmd) #cmd,
@@ -49,7 +50,6 @@ extern int environment;
 extern float fadestart;
 extern float slomospeed;
 extern float slomofreq;
-extern int tutoriallevel;
 extern int hostile;
 extern int maptype;
 extern int slomo;
@@ -504,7 +504,7 @@ void ch_sizemin(const char *args)
 
 void ch_tutorial(const char *args)
 {
-    tutoriallevel = atoi(args);
+    Tutorial::active = atoi(args);
 }
 
 void ch_hostile(const char *args)
index 806bb4be7541b30f4f5b0cda08011ac5451db80d..98828fdef1573de01f9c2fab6967e5911babbed1 100644 (file)
@@ -23,6 +23,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Game.hpp"
 #include "Objects/Object.hpp"
 #include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
 
 extern XYZ viewer;
 extern float viewdistance;
@@ -39,7 +40,6 @@ extern float blurness;
 extern float targetblurness;
 extern bool visibleloading;
 extern bool skyboxtexture;
-extern int tutoriallevel;
 
 //Functions
 
@@ -1366,7 +1366,7 @@ void Terrain::DoShadows()
         lightloc.x = 0;
         lightloc.z = 0;
     }
-    if (skyboxtexture && tutoriallevel) {
+    if (skyboxtexture && Tutorial::active) {
         lightloc.x *= .4;
         lightloc.z *= .4;
     }
index 48f51f9eeacc1b4ba325a7bcd0f5cbeabf4232bc..efa119e073b07a2b236a681af2dd017cc32dc616 100644 (file)
@@ -144,7 +144,7 @@ int DrawGLScene(StereoSide side);
 void playdialoguescenesound();
 int findClosestPlayer();
 void Loadlevel(int which);
-void Loadlevel(const std::string& name);
+void Loadlevel(const std::string& name, bool tutorial = false);
 void Tick();
 void TickOnce();
 void TickOnceAfter();
index fa679481354152607426bc7c50d8a8ff62254727..7ab8565522fffe34d3455b536ae8d97300f9091a 100644 (file)
@@ -26,6 +26,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Level/Hotspot.hpp"
 #include "Menu/Menu.hpp"
 #include "Utils/Input.hpp"
+#include "Tutorial.hpp"
 
 extern XYZ viewer;
 extern int environment;
@@ -69,11 +70,7 @@ extern int difficulty;
 extern bool decals;
 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;
@@ -311,7 +308,7 @@ 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)) / 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);
@@ -321,7 +318,7 @@ 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);
@@ -339,7 +336,7 @@ 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);
@@ -352,7 +349,7 @@ 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);
@@ -407,7 +404,7 @@ 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 +469,7 @@ 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);
@@ -563,7 +560,7 @@ 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)
@@ -579,311 +576,12 @@ 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::DrawText();
             }
 
             //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;
@@ -900,9 +598,9 @@ 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)
@@ -1038,7 +736,7 @@ 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()));
index 0690acd3da0158fe9c327fd74ba61d5017ea1fd9..c8b61cae073683a6df734fc9587cf989aad263c4 100644 (file)
@@ -34,6 +34,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "User/Settings.hpp"
 #include "Utils/Folders.hpp"
 #include "Utils/Input.hpp"
+#include "Tutorial.hpp"
 
 #if PLATFORM_UNIX
 #include <sys/stat.h>
@@ -112,12 +113,7 @@ extern float skyboxlightb;
 extern float fadestart;
 extern float slomospeed;
 extern float slomofreq;
-extern int tutoriallevel;
 extern float smoketex;
-extern float tutorialstagetime;
-extern int tutorialstage;
-extern float tutorialmaxtime;
-extern float tutorialsuccess;
 extern bool againbonus;
 extern bool reversaltrain;
 extern bool canattack;
@@ -550,8 +546,7 @@ void Game::Loadlevel(int which)
     whichlevel = which;
 
     if (which == -1) {
-        tutoriallevel = -1;
-        Loadlevel("tutorial");
+        Loadlevel("tutorial", true);
     } else if (which >= 0 && which <= 15) {
         char buf[32];
         snprintf(buf, 32, "map%d", which + 1); // challenges
@@ -560,7 +555,7 @@ void Game::Loadlevel(int which)
         Loadlevel("mapsave");
 }
 
-void Game::Loadlevel(const std::string& name)
+void Game::Loadlevel(const std::string& name, bool tutorial)
 {
     int indemo; // FIXME this should be removed
     int templength;
@@ -580,16 +575,14 @@ void Game::Loadlevel(const std::string& name)
 
     numenvsounds = 0;
 
-    if (tutoriallevel != -1)
-        tutoriallevel = 0;
-    else
-        tutoriallevel = 1;
+    Tutorial::active = tutorial;
 
-    if (tutoriallevel == 1)
-        tutorialstage = 0;
-    if (tutorialstage == 0) {
-        tutorialstagetime = 0;
-        tutorialmaxtime = 1;
+    if (Tutorial::active) {
+        Tutorial::stage = 0;
+    }
+    if (Tutorial::stage == 0) {
+        Tutorial::stagetime = 0;
+        Tutorial::maxtime = 1;
     }
     pause_sound(whooshsound);
     pause_sound(stream_firesound);
@@ -1003,535 +996,6 @@ void Game::Loadlevel(const std::string& name)
     visibleloading = 0;
 }
 
-void doTutorial()
-{
-    if (tutorialstagetime > tutorialmaxtime) {
-        tutorialstage++;
-        tutorialsuccess = 0;
-        if (tutorialstage <= 1) {
-            canattack = 0;
-            cananger = 0;
-            reversaltrain = 0;
-        }
-        switch (tutorialstage) {
-        case 1:
-            tutorialmaxtime = 5;
-            break;
-        case 2:
-            tutorialmaxtime = 2;
-            break;
-        case 3:
-            tutorialmaxtime = 600;
-            break;
-        case 4:
-            tutorialmaxtime = 1000;
-            break;
-        case 5:
-            tutorialmaxtime = 600;
-            break;
-        case 6:
-            tutorialmaxtime = 600;
-            break;
-        case 7:
-            tutorialmaxtime = 600;
-            break;
-        case 8:
-            tutorialmaxtime = 600;
-            break;
-        case 9:
-            tutorialmaxtime = 600;
-            break;
-        case 10:
-            tutorialmaxtime = 2;
-            break;
-        case 11:
-            tutorialmaxtime = 1000;
-            break;
-        case 12:
-            tutorialmaxtime = 1000;
-            break;
-        case 13:
-            tutorialmaxtime = 2;
-            break;
-        case 14: {
-            tutorialmaxtime = 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:
-            tutorialmaxtime = 500;
-            break;
-        case 16:
-            tutorialmaxtime = 500;
-            break;
-        case 17:
-            tutorialmaxtime = 500;
-            break;
-        case 18:
-            tutorialmaxtime = 500;
-            break;
-        case 19:
-            tutorialstage = 20;
-            break;
-        case 20:
-            tutorialmaxtime = 500;
-            break;
-        case 21:
-            tutorialmaxtime = 500;
-            if (bonus == cannon) {
-                bonus = Slicebonus;
-                againbonus = 1;
-            } else
-                againbonus = 0;
-            break;
-        case 22:
-            tutorialmaxtime = 500;
-            break;
-        case 23:
-            tutorialmaxtime = 500;
-            break;
-        case 24:
-            tutorialmaxtime = 500;
-            break;
-        case 25:
-            tutorialmaxtime = 500;
-            break;
-        case 26:
-            tutorialmaxtime = 2;
-            break;
-        case 27:
-            tutorialmaxtime = 4;
-            reversaltrain = 1;
-            cananger = 1;
-            Person::players[1]->aitype = attacktypecutoff;
-            break;
-        case 28:
-            tutorialmaxtime = 400;
-            break;
-        case 29:
-            tutorialmaxtime = 400;
-            Person::players[0]->escapednum = 0;
-            break;
-        case 30:
-            tutorialmaxtime = 4;
-            reversaltrain = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-            break;
-        case 31:
-            tutorialmaxtime = 13;
-            break;
-        case 32:
-            tutorialmaxtime = 8;
-            break;
-        case 33:
-            tutorialmaxtime = 400;
-            cananger = 1;
-            canattack = 1;
-            Person::players[1]->aitype = attacktypecutoff;
-            break;
-        case 34:
-            tutorialmaxtime = 400;
-            break;
-        case 35:
-            tutorialmaxtime = 400;
-            break;
-        case 36:
-            tutorialmaxtime = 2;
-            reversaltrain = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-            break;
-        case 37:
-            damagedealt = 0;
-            damagetaken = 0;
-            tutorialmaxtime = 50;
-            cananger = 1;
-            canattack = 1;
-            Person::players[1]->aitype = attacktypecutoff;
-            break;
-        case 38:
-            tutorialmaxtime = 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:
-            tutorialmaxtime = 300;
-            break;
-        case 41:
-            tutorialmaxtime = 300;
-            break;
-        case 42:
-            tutorialmaxtime = 8;
-            break;
-        case 43:
-            tutorialmaxtime = 300;
-            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;
-
-            tutorialmaxtime = 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;
-
-            tutorialmaxtime = 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);
-
-            tutorialmaxtime = 300;
-            break;
-        case 47: {
-            tutorialmaxtime = 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;
-
-            tutorialmaxtime = 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;
-
-            tutorialmaxtime = 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: {
-            tutorialmaxtime = 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:
-            tutorialmaxtime = 80000;
-            break;
-        default:
-            break;
-        }
-        if (tutorialstage <= 51)
-            tutorialstagetime = 0;
-    }
-
-    //Tutorial success
-    if (tutorialstagetime < tutorialmaxtime - 3) {
-        switch (tutorialstage) {
-        case 3:
-            if (deltah || deltav)
-                tutorialsuccess += multiplier;
-            break;
-        case 4:
-            if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
-                tutorialsuccess += multiplier;
-            break;
-        case 5:
-            if (Person::players[0]->jumpkeydown)
-                tutorialsuccess = 1;
-            break;
-        case 6:
-            if (Person::players[0]->isCrouch())
-                tutorialsuccess = 1;
-            break;
-        case 7:
-            if (Person::players[0]->animTarget == rollanim)
-                tutorialsuccess = 1;
-            break;
-        case 8:
-            if (Person::players[0]->animTarget == sneakanim)
-                tutorialsuccess += multiplier;
-            break;
-        case 9:
-            if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
-                tutorialsuccess += multiplier;
-            break;
-        case 11:
-            if (Person::players[0]->isWallJump())
-                tutorialsuccess = 1;
-            break;
-        case 12:
-            if (Person::players[0]->animTarget == flipanim)
-                tutorialsuccess = 1;
-            break;
-        case 15:
-            if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
-                tutorialsuccess = 1;
-            break;
-        case 16:
-            if (Person::players[0]->animTarget == winduppunchanim)
-                tutorialsuccess = 1;
-            break;
-        case 17:
-            if (Person::players[0]->animTarget == spinkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 18:
-            if (Person::players[0]->animTarget == sweepanim)
-                tutorialsuccess = 1;
-            break;
-        case 19:
-            if (Person::players[0]->animTarget == dropkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 20:
-            if (Person::players[0]->animTarget == rabbitkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 21:
-            if (bonus == cannon)
-                tutorialsuccess = 1;
-            break;
-        case 22:
-            if (bonus == spinecrusher)
-                tutorialsuccess = 1;
-            break;
-        case 23:
-            if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 24:
-            if (Person::players[0]->animTarget == rabbittacklinganim)
-                tutorialsuccess = 1;
-            break;
-        case 25:
-            if (Person::players[0]->animTarget == backhandspringanim)
-                tutorialsuccess = 1;
-            break;
-        case 28:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
-                tutorialsuccess = 1;
-            break;
-        case 29:
-            if (Person::players[0]->escapednum == 2) {
-                tutorialsuccess = 1;
-                reversaltrain = 0;
-                cananger = 0;
-                Person::players[1]->aitype = passivetype;
-            }
-            break;
-        case 33:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 34:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 35:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
-                tutorialsuccess = 1;
-                reversaltrain = 0;
-                cananger = 0;
-                Person::players[1]->aitype = passivetype;
-            }
-            break;
-        case 40:
-            if (Person::players[0]->num_weapons > 0)
-                tutorialsuccess = 1;
-            break;
-        case 41:
-            if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
-                tutorialsuccess = 1;
-            break;
-        case 43:
-            if (Person::players[0]->animTarget == knifeslashstartanim)
-                tutorialsuccess = 1;
-            break;
-        case 44:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 45:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 46:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 49:
-            if (Person::players[1]->weaponstuck != -1)
-                tutorialsuccess = 1;
-            break;
-        default:
-            break;
-        }
-        if (tutorialsuccess >= 1)
-            tutorialstagetime = tutorialmaxtime - 3;
-
-
-        if (tutorialstagetime == tutorialmaxtime - 3) {
-            emit_sound_np(consolesuccesssound);
-        }
-
-        if (tutorialsuccess >= 1) {
-            if (tutorialstage == 34 || tutorialstage == 35)
-                tutorialstagetime = tutorialmaxtime - 1;
-        }
-    }
-
-    if (tutorialstage < 14 || tutorialstage >= 50) {
-        Person::players[1]->coords.y = 300;
-        Person::players[1]->velocity = 0;
-    }
-}
-
 void doDevKeys()
 {
     float headprop, bodyprop, armprop, legprop;
@@ -2867,7 +2331,7 @@ void doAttacks()
                                                 }
                                                 if (attackweapon) {
                                                     //sweep
-                                                    if ((tutoriallevel != 1 || !attackweapon) &&
+                                                    if ((!Tutorial::active || !attackweapon) &&
                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
                                                             randattack == 0 &&
                                                             Animation::animations[Person::players[i]->animTarget].height != lowheight)
@@ -2901,7 +2365,7 @@ void doAttacks()
                                                              randattack >= 3)
                                                         Person::players[k]->animTarget = staffspinhitanim;
                                                     //spinkick
-                                                    else if ((tutoriallevel != 1 || !attackweapon) &&
+                                                    else if ((!Tutorial::active || !attackweapon) &&
                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
                                                              randattack == 1 &&
                                                              Animation::animations[Person::players[i]->animTarget].height != lowheight)
@@ -2919,7 +2383,7 @@ void doAttacks()
                                             Person::players[k]->animTarget = wolfslapanim;
                                     }
                                     //sneak attacks
-                                    if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
+                                    if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
                                             Person::players[i]->howactive < typedead1 &&
                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
                                             !Person::players[i]->skeleton.free &&
@@ -3040,7 +2504,7 @@ void doAttacks()
                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
                                             Person::players[k]->victim = Person::players[i];
                                             Person::players[k]->hasvictim = 1;
-                                            if (attackweapon && tutoriallevel != 1) {
+                                            if (attackweapon && !Tutorial::active) {
                                                 //crouchstab
                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
                                                     Person::players[k]->animTarget = crouchstabanim;
@@ -3308,7 +2772,7 @@ void doPlayerCollisions()
                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
                                                                                      (Animation::animations[Person::players[i]->animTarget].height == highheight &&
                                                                                       Animation::animations[Person::players[k]->animTarget].height == highheight)) {
-                                                                                if (tutoriallevel != 1) {
+                                                                                if (!Tutorial::active) {
                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
                                                                                 }
 
@@ -3552,7 +3016,7 @@ void doAI(unsigned i)
             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
                 Person::players[i]->jumpkeydown = 1;
 
-            if ((tutoriallevel != 1 || cananger) &&
+            if ((!Tutorial::active || cananger) &&
                     hostile &&
                     !Person::players[0]->dead &&
                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
@@ -3660,7 +3124,7 @@ void doAI(unsigned i)
             //hearing sounds
             if (!editorenabled) {
                 if (Person::players[i]->howactive <= typesleeping)
-                    if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
+                    if (numenvsounds > 0 && (!Tutorial::active || cananger) && hostile)
                         for (int j = 0; j < numenvsounds; j++) {
                             float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
                             if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
@@ -3676,7 +3140,7 @@ void doAI(unsigned i)
             }
 
             if (Person::players[i]->howactive < typesleeping &&
-                    ((tutoriallevel != 1 || cananger) && hostile) &&
+                    ((!Tutorial::active || cananger) && hostile) &&
                     !Person::players[0]->dead &&
                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
                     Person::players[i]->occluded < 25) {
@@ -3836,7 +3300,7 @@ void doAI(unsigned i)
             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
                 Person::players[i]->jumpkeydown = 1;
 
-            if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
+            if (numenvsounds > 0 && ((!Tutorial::active || cananger) && hostile))
                 for (int k = 0; k < numenvsounds; k++) {
                     if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
                         Person::players[i]->aitype = attacktypecutoff;
@@ -3847,7 +3311,7 @@ void doAI(unsigned i)
                     Person::players[i]->losupdatedelay < 0 &&
                     !editorenabled &&
                     Person::players[i]->occluded < 2 &&
-                    ((tutoriallevel != 1 || cananger) && hostile)) {
+                    ((!Tutorial::active || cananger) && hostile)) {
                 Person::players[i]->losupdatedelay = .2;
                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                     Person::players[i]->aitype = attacktypecutoff;
@@ -4020,7 +3484,7 @@ void doAI(unsigned i)
 
                 Person::players[i]->lastseentime = 12;
 
-                if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
+                if (!Person::players[0]->dead && ((!Tutorial::active || cananger) && hostile))
                     if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
                         Person::players[i]->aitype = attacktypecutoff;
                         Person::players[i]->lastseentime = 1;
@@ -4255,7 +3719,7 @@ void doAI(unsigned i)
                     for (unsigned j = 0; j < Person::players.size(); j++)
                         if (j != i && !Person::players[j]->skeleton.free &&
                                 Person::players[j]->hasvictim &&
-                                (tutoriallevel == 1 && reversaltrain ||
+                                (Tutorial::active && reversaltrain ||
                                  Random() % 2 == 0 && difficulty == 2 ||
                                  Random() % 4 == 0 && difficulty == 1 ||
                                  Random() % 8 == 0 && difficulty == 0 ||
@@ -4306,7 +3770,7 @@ void doAI(unsigned i)
                 if (Person::players[i]->jumpkeydown)
                     Person::players[i]->attackkeydown = 0;
 
-                if (tutoriallevel == 1)
+                if (Tutorial::active)
                     if (!canattack)
                         Person::players[i]->attackkeydown = 0;
 
@@ -4422,9 +3886,10 @@ void Game::Tick()
     }
 
 
-    if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
-        if (tutorialstage != 51)
-            tutorialstagetime = tutorialmaxtime;
+    if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
+        if (Tutorial::stage != 51) {
+            Tutorial::stagetime = Tutorial::maxtime;
+        }
         emit_sound_np(consolefailsound, 128.);
     }
 
@@ -4579,7 +4044,7 @@ void Game::Tick()
 
             windvar += multiplier;
             smoketex += multiplier;
-            tutorialstagetime += multiplier;
+            Tutorial::stagetime += multiplier;
 
             //hotspots
             static float hotspotvisual[40];
@@ -4611,12 +4076,12 @@ void Game::Tick()
             }
 
             //Tutorial
-            if (tutoriallevel) {
-                doTutorial();
+            if (Tutorial::active) {
+                Tutorial::Do(multiplier);
             }
 
             //bonuses
-            if (tutoriallevel != 1) {
+            if (!Tutorial::active) {
                 if (bonustime == 0 &&
                         bonus != solidhit &&
                         bonus != spinecrusher &&
@@ -4637,7 +4102,7 @@ void Game::Tick()
                     bonusnum[bonus]++;
                 else
                     bonusnum[bonus] += 0.15;
-                if (tutoriallevel)
+                if (Tutorial::active)
                     bonusvalue = 0;
                 bonusvalue /= bonusnum[bonus];
                 bonustotal += bonusvalue;
@@ -5259,7 +4724,7 @@ void Game::Tick()
                                     if (Person::players.size() > 1)
                                         for (unsigned j = 0; j < Person::players.size(); j++) {
                                             if (i != j)
-                                                if (tutoriallevel != 1 || tutorialstage == 49)
+                                                if (!Tutorial::active || Tutorial::stage == 49)
                                                     if (hostile)
                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
@@ -5789,79 +5254,8 @@ void Game::Tick()
             }
             OPENAL_SetFrequency(OPENAL_ALL, slomo);
 
-            if (tutoriallevel == 1) {
-                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 (tutorialstage >= 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);
-
-                        gameon = 0;
-                        mainmenu = 5;
-
-                        fireSound();
-
-                        flash();
-                    }
-                if (tutorialstage < 51)
-                    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;
-
-                        flash();
-                    }
-                if (tutorialstage >= 14 && tutorialstage < 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);
-                            }
-                        }
-                    }
+            if (Tutorial::active) {
+                Tutorial::DoStuff(multiplier);
             }
 
 
@@ -6081,7 +5475,7 @@ void Game::TickOnceAfter()
             maxalarmed = numalarmed;
         }
 
-        if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
+        if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
             if (Person::players[0]->dead && changedelay <= 0) {
                 changedelay = 1;
                 targetlevel = whichlevel;
index 074a78faf647a340c1eb825d4d61e8b5a38e2036..df62ea9381c1c6aba02a7d5de59688b457e92c0f 100644 (file)
@@ -101,12 +101,6 @@ float smoketex = 0;
 float slomospeed = 0;
 float slomofreq = 0;
 
-int tutoriallevel = 0;
-int tutorialstage = 0;
-float tutorialstagetime = 0;
-float tutorialmaxtime = 0;
-float tutorialsuccess = 0;
-
 bool againbonus = false;
 
 float damagedealt = 0;
index c1b35e443d365d693e56f1cef87daf03d1ee3891..9969e61194413125dd5b4fbaec5d5fe40af5aca5 100644 (file)
@@ -27,6 +27,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Level/Awards.hpp"
 #include "Level/Dialog.hpp"
 #include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
 
 extern float multiplier;
 extern Terrain terrain;
@@ -56,9 +57,7 @@ extern bool freeze;
 extern bool winfreeze;
 extern bool showpoints;
 extern bool immediate;
-extern int tutoriallevel;
 extern float smoketex;
-extern int tutorialstage;
 extern bool reversaltrain;
 extern bool canattack;
 extern bool cananger;
@@ -479,7 +478,7 @@ void Person::CheckKick()
 
         victim->spurt = 1;
         DoBlood(.2, 250);
-        if (tutoriallevel != 1)
+        if (!Tutorial::active)
             emit_sound_at(heavyimpactsound, victim->coords);
         victim->RagDoll(0);
         for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) {
@@ -680,7 +679,7 @@ void Person::DoBlood(float howmuch, int which)
     // FIXME: should abstract out inputs
     static int bleedxint, bleedyint;
     static XYZ bloodvel;
-    if (bloodtoggle && tutoriallevel != 1) {
+    if (bloodtoggle && !Tutorial::active) {
         if (bleeding <= 0 && spurt) {
             spurt = 0;
             for (int i = 0; i < 3; i++) {
@@ -760,7 +759,7 @@ void Person::DoBloodBig(float howmuch, int which)
     if (howmuch && id == 0)
         blooddimamount = 1;
 
-    if (tutoriallevel != 1 || id == 0)
+    if (!Tutorial::active || id == 0)
         if (aitype != playercontrolled && howmuch > 0) {
             // play pain sounds
             int whichsound = -1;
@@ -790,7 +789,7 @@ void Person::DoBloodBig(float howmuch, int which)
         Game::flash(.5, 0);
     }
 
-    if (bloodtoggle && decals && tutoriallevel != 1) {
+    if (bloodtoggle && decals && !Tutorial::active) {
         if (bleeding <= 0 && spurt) {
             spurt = 0;
             for (int i = 0; i < 3; i++) {
@@ -945,7 +944,7 @@ void Person::DoBloodBig(float howmuch, int which)
     deathbleeding += bleeding;
     bloodloss += bleeding * 3;
 
-    if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
+    if (!Tutorial::active && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
         if (abs(Random() % 2) == 0) {
             aitype = gethelptype;
             lastseentime = 12;
@@ -973,7 +972,7 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
     float coordsx, coordsy;
     float total;
 
-    if (bloodtoggle && decals && tutoriallevel != 1) {
+    if (bloodtoggle && decals && !Tutorial::active) {
         where -= coords;
         if (!skeleton.free)
             where = DoRotation(where, 0, -yaw, 0);
@@ -1158,7 +1157,7 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
     deathbleeding += bleeding;
     bloodloss += bleeding * 3;
 
-    if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
+    if (!Tutorial::active && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
         if (abs(Random() % 2) == 0) {
             aitype = gethelptype;
             lastseentime = 12;
@@ -1183,7 +1182,7 @@ void Person::Reverse()
             || staggerdelay <= 0)
             && victim->animTarget != jumpupanim
             && victim->animTarget != jumpdownanim
-            && (tutoriallevel != 1 || cananger)
+            && (!Tutorial::active || cananger)
             && hostile))
         return;
 
@@ -1487,7 +1486,7 @@ void Person::Reverse()
 void Person::DoDamage(float howmuch)
 {
     // subtract health (temporary?)
-    if (tutoriallevel != 1)
+    if (!Tutorial::active)
         damage += howmuch / power;
     // stats?
     if (id != 0)
@@ -1499,9 +1498,9 @@ void Person::DoDamage(float howmuch)
     if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo))
         bonus = 0;
     // subtract health
-    if (tutoriallevel != 1)
+    if (!Tutorial::active)
         permanentdamage += howmuch / 2 / power;
-    if (tutoriallevel != 1)
+    if (!Tutorial::active)
         superpermanentdamage += howmuch / 4 / power;
     // visual effects
     if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2)
@@ -1517,9 +1516,9 @@ void Person::DoDamage(float howmuch)
         blackout = 1;
 
     // cancel attack?
-    if (aitype == passivetype && damage < damagetolerance && ((tutoriallevel != 1 || cananger) && hostile))
+    if (aitype == passivetype && damage < damagetolerance && ((!Tutorial::active || cananger) && hostile))
         aitype = attacktypecutoff;
-    if (tutoriallevel != 1 && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) {
+    if (!Tutorial::active && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) {
         if (abs(Random() % 2) == 0) {
             aitype = gethelptype;
             lastseentime = 12;
@@ -1560,7 +1559,7 @@ void Person::DoDamage(float howmuch)
     }
 
     // play sounds
-    if (tutoriallevel != 1 || id == 0)
+    if (!Tutorial::active || id == 0)
         if (speechdelay <= 0 && !dead && aitype != playercontrolled) {
             int whichsound = -1;
 
@@ -2031,7 +2030,7 @@ void Person::DoAnimations()
                 drawtogglekeydown = 1;
             }
             //Footstep sounds
-            if (tutoriallevel != 1 || id == 0)
+            if (!Tutorial::active || id == 0)
                 if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) {
                     int whichsound = -1;
                     if (onterrain) {
@@ -2079,7 +2078,7 @@ void Person::DoAnimations()
                     } else if (targetFrame().label == 4) {
                         whichsound = knifeswishsound;
                     }
-                    if (targetFrame().label == 8 && tutoriallevel != 1) {
+                    if (targetFrame().label == 8 && !Tutorial::active) {
                         whichsound = landsound2;
                     }
 
@@ -2104,7 +2103,7 @@ void Person::DoAnimations()
                 }
 
             //Combat sounds
-            if (tutoriallevel != 1 || id == 0)
+            if (!Tutorial::active || id == 0)
                 if (speechdelay <= 0)
                     if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim)
                         if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) {
@@ -2346,7 +2345,7 @@ void Person::DoAnimations()
                             if (creature == wolftype)
                                 DoBloodBig(0, 250);
                         }
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             emit_sound_at(heavyimpactsound, victim->coords, 128.);
                         }
                         if (creature == wolftype) {
@@ -2411,7 +2410,7 @@ void Person::DoAnimations()
                             camerashake += .4;
                         victim->spurt = 1;
                         DoBlood(.2, 250);
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             emit_sound_at(heavyimpactsound, victim->coords, 160.);
                         }
                         if (creature == wolftype) {
@@ -2446,7 +2445,7 @@ void Person::DoAnimations()
                             camerashake += .4;
                         victim->spurt = 1;
                         DoBlood(.2, 250);
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             emit_sound_at(heavyimpactsound, victim->coords, 160.);
                         }
                         if (creature == wolftype) {
@@ -2537,7 +2536,7 @@ void Person::DoAnimations()
                         escapednum = 0;
                         if (id == 0)
                             camerashake += .4;
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             emit_sound_at(heavyimpactsound, coords, 128.);
                         }
                         XYZ relative;
@@ -2562,7 +2561,7 @@ void Person::DoAnimations()
                         escapednum = 0;
                         if (id == 0)
                             camerashake += .4;
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             emit_sound_at(thudsound, coords);
                         }
 
@@ -2795,7 +2794,7 @@ void Person::DoAnimations()
                             victim->spurt = 1;
                             DoBlood(.2, 235);
                         }
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             emit_sound_at(heavyimpactsound, victim->coords, 128);
                         }
 
@@ -2830,15 +2829,15 @@ void Person::DoAnimations()
                         if (id == 0)
                             camerashake += .4;
                         if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && Animation::animations[victim->animTarget].height != lowheight) {
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 emit_sound_at(thudsound, victim->coords);
                             }
                         } else if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && Animation::animations[victim->animTarget].height == lowheight) {
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 emit_sound_at(whooshhitsound, victim->coords);
                             }
                         } else {
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 emit_sound_at(heavyimpactsound, victim->coords);
                             }
                         }
@@ -2920,11 +2919,11 @@ void Person::DoAnimations()
                     if (hasvictim)
                         if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*Animation::animations[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) {
                             escapednum = 0;
-                            if (tutoriallevel != 1)
+                            if (!Tutorial::active)
                                 victim->DoBloodBig(1.5 / victim->armorhigh, 225);
 
                             award_bonus(id, Slicebonus);
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 emit_sound_at(knifeslicesound, victim->coords);
                             }
                             //victim->jointVel(abdomen)+=relative*damagemult*200;
@@ -2941,10 +2940,10 @@ void Person::DoAnimations()
                             if (aitype != playercontrolled)
                                 weaponmissdelay = .6;
 
-                            if (tutoriallevel != 1)
+                            if (!Tutorial::active)
                                 if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
                                     weapons[weaponids[weaponactive]].bloody = 1;
-                            if (tutoriallevel != 1)
+                            if (!Tutorial::active)
                                 weapons[weaponids[weaponactive]].blooddrip += 3;
 
                             XYZ footvel, footpoint;
@@ -2954,7 +2953,7 @@ void Person::DoAnimations()
                             } else {
                                 footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
                             }
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 if (bloodtoggle)
                                     Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .6, .3);
                                 footvel = DoRotation(facing, 0, 90, 0) * .8;
@@ -2964,7 +2963,7 @@ void Person::DoAnimations()
                                 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1);
                                 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1);
                             }
-                            if (tutoriallevel == 1) {
+                            if (Tutorial::active) {
                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .6, .3);
                             }
                             victim->DoDamage(damagemult * 0);
@@ -2975,7 +2974,7 @@ void Person::DoAnimations()
                         if (victim->weaponactive == -1 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || (Random() % 2 == 0)) {
                             award_bonus(id, Slashbonus);
                             escapednum = 0;
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 if (normaldotproduct(victim->facing, victim->coords - coords) < 0)
                                     victim->DoBloodBig(2 / victim->armorhigh, 190);
                                 else
@@ -2984,14 +2983,14 @@ void Person::DoAnimations()
                                 emit_sound_at(swordslicesound, victim->coords);
                             }
                             //victim->jointVel(abdomen)+=relative*damagemult*200;
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 victim->frameTarget = 0;
                                 victim->animTarget = staggerbackhardanim;
                                 victim->targetyaw = targetyaw + 180;
                                 victim->target = 0;
                             }
 
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
                                     weapons[weaponids[weaponactive]].bloody = 1;
                                 weapons[weaponids[weaponactive]].blooddrip += 3;
@@ -3060,7 +3059,7 @@ void Person::DoAnimations()
 
                 if (animTarget == staffhitanim && Animation::animations[animTarget].frames[frameCurrent].label == 5 && victim->animTarget != rollanim) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) {
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 250;
                             escapednum = 0;
                             if (id == 0)
@@ -3084,7 +3083,7 @@ void Person::DoAnimations()
                         victim->jointVel(head) += relative * damagemult * 230;
                         victim->jointVel(neck) += relative * damagemult * 230;
                         victim->Puff(head);
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             victim->DoDamage(damagemult * 120 / victim->protectionhigh);
 
                             award_bonus(id, solidhit, 30);
@@ -3094,7 +3093,7 @@ void Person::DoAnimations()
 
                 if (animTarget == staffspinhitanim && Animation::animations[animTarget].frames[frameCurrent].label == 5 && victim->animTarget != rollanim) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) {
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             weapons[weaponids[0]].damage += .6 + float(abs(Random() % 100) - 50) / 250;
                             escapednum = 0;
                             if (id == 0)
@@ -3116,7 +3115,7 @@ void Person::DoAnimations()
                         victim->jointVel(head) += relative * damagemult * 220;
                         victim->jointVel(neck) += relative * damagemult * 220;
                         victim->Puff(head);
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             victim->DoDamage(damagemult * 350 / victim->protectionhead);
 
                             award_bonus(id, solidhit, 60);
@@ -3127,7 +3126,7 @@ void Person::DoAnimations()
                 if (animTarget == staffgroundsmashanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5) {
                         escapednum = 0;
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             if (!victim->dead)
                                 weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 500;
                             if (id == 0)
@@ -3164,7 +3163,7 @@ void Person::DoAnimations()
                             }
                         }
                         victim->Puff(abdomen);
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             victim->DoDamage(damagemult * 100 / victim->protectionhigh);
 
                             if (!victim->dead) {
@@ -3196,7 +3195,7 @@ void Person::DoAnimations()
                                 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
                             }
                             victim->jointVel(head) += relative * damagemult * 200;
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 emit_sound_at(heavyimpactsound, victim->coords, 128.);
                             }
                             victim->Puff(head);
@@ -3219,7 +3218,7 @@ void Person::DoAnimations()
                             victim->animTarget = staggerbackhighanim;
                             victim->targetyaw = targetyaw + 180;
                             victim->target = 0;
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 emit_sound_at(landsound2, victim->coords, 128.);
                             }
                             victim->Puff(abdomen);
@@ -3241,7 +3240,7 @@ void Person::DoAnimations()
                         escapednum = 0;
                         if (id == 0)
                             camerashake += .2;
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             emit_sound_at(landsound2, victim->coords, 128.);
                         }
                         XYZ relative;
@@ -3280,7 +3279,7 @@ void Person::DoAnimations()
                             victim->animTarget = staggerbackhighanim;
                             victim->targetyaw = targetyaw + 180;
                             victim->target = 0;
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 emit_sound_at(landsound2, victim->coords, 128.);
                             }
                             victim->Puff(abdomen);
@@ -3301,7 +3300,7 @@ void Person::DoAnimations()
                         victim->spurt = 1;
                         DoBlood(.2, 230);
                     }
-                    if (tutoriallevel != 1) {
+                    if (!Tutorial::active) {
                         emit_sound_at(heavyimpactsound, victim->coords, 128.);
                     }
                     if (creature == wolftype) {
@@ -3370,7 +3369,7 @@ void Person::DoAnimations()
 
                     award_bonus(id, staffreversebonus);
 
-                    if (tutoriallevel != 1) {
+                    if (!Tutorial::active) {
                         emit_sound_at(heavyimpactsound, victim->coords, 128.);
                     }
                     victim->RagDoll(0);
@@ -3469,7 +3468,7 @@ void Person::DoAnimations()
                         victim->spurt = 1;
                         DoBlood(.2, 230);
                     }
-                    if (tutoriallevel != 1) {
+                    if (!Tutorial::active) {
                         emit_sound_at(heavyimpactsound, victim->coords, 128.);
                     }
                     victim->RagDoll(0);
@@ -3662,7 +3661,7 @@ void Person::DoAnimations()
                         DoBlood(.2, 240);
                     }
                     if (weaponactive == -1) {
-                        if (tutoriallevel != 1) {
+                        if (!Tutorial::active) {
                             emit_sound_at(heavyimpactsound, victim->coords, 128.);
                         }
                     }
@@ -4394,7 +4393,7 @@ void Person::DoStuff()
         Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
     }
 
-    while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) {
+    while (flamedelay < 0 && !onfire && Tutorial::active && id != 0) {
         flamedelay += .05;
         int howmany = fabs(Random() % (skeleton.joints.size()));
         if (skeleton.free) {
@@ -5423,7 +5422,7 @@ void Person::DoStuff()
         if (hasvictim)
             if (aitype != passivetype && victim->skeleton.free && !victim->dead)
                 play = 1;
-        if (tutoriallevel == 1 && id != 0)
+        if (Tutorial::active && id != 0)
             play = 0;
         if (play && aitype != playercontrolled) {
             int whichsound = -1;
@@ -6363,7 +6362,7 @@ int Person::DrawSkeleton()
                 glEnable(GL_LIGHTING);
                 glEnable(GL_BLEND);
             }
-            if (tutoriallevel && id != 0) {
+            if (Tutorial::active && id != 0) {
                 glColor4f(.7, .7, .7, 0.6);
                 glDepthMask(0);
                 glEnable(GL_LIGHTING);
@@ -6380,21 +6379,21 @@ int Person::DrawSkeleton()
             }
             if (playerdetail) {
                 if (!showpoints) {
-                    if ((tutoriallevel && id != 0))
+                    if (Tutorial::active && (id != 0))
                         skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture);
                     else
                         skeleton.drawmodel.draw();
                 }
             }
             if (!playerdetail) {
-                if ((tutoriallevel && id != 0))
+                if (Tutorial::active && (id != 0))
                     skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture);
                 else
                     skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr);
             }
 
             if (!(Animation::animations[animTarget].attack == normalattack || Animation::animations[animTarget].attack == reversed))
-                if (tutoriallevel && id != 0) {
+                if (Tutorial::active && id != 0) {
                     glPopMatrix();
                     glMatrixMode(GL_MODELVIEW);
                     glEnable(GL_TEXTURE_2D);
@@ -6413,14 +6412,14 @@ int Person::DrawSkeleton()
                     glTranslatef(smoketex * .6, 0, 0);
                     if (playerdetail) {
                         if (!showpoints) {
-                            if ((tutoriallevel && id != 0))
+                            if (Tutorial::active && (id != 0))
                                 skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture);
                             else
                                 skeleton.drawmodel.draw();
                         }
                     }
                     if (!playerdetail) {
-                        if ((tutoriallevel && id != 0))
+                        if (Tutorial::active && (id != 0))
                             skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture);
                         else
                             skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr);
@@ -6428,7 +6427,7 @@ int Person::DrawSkeleton()
                 }
 
 
-            if (tutoriallevel && id != 0) {
+            if (Tutorial::active && id != 0) {
                 glPopMatrix();
                 glMatrixMode(GL_MODELVIEW);
                 glEnable(GL_TEXTURE_2D);
index d762ddcfa0ad17f973171459a46b0dc7c667853f..38ee55be357d52d38babdc9b223992e581f3e0a9 100644 (file)
@@ -27,6 +27,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Audio/Sounds.hpp"
 #include "Game.hpp"
 #include "Level/Awards.hpp"
+#include "Tutorial.hpp"
 
 extern float multiplier;
 extern Terrain terrain;
@@ -48,7 +49,6 @@ extern float woozy;
 extern float viewdistance;
 extern float blackout;
 extern bool freeze;
-extern int tutoriallevel;
 extern int numthrowkill;
 
 Model Weapon::throwingknifemodel;
@@ -248,16 +248,16 @@ void Weapon::DoStuff(int i)
                             Person::players[j]->jointVel(neck) += velocity * 2;
                             Person::players[j]->jointVel(rightshoulder) += velocity * 2;
                             Person::players[j]->jointVel(leftshoulder) += velocity * 2;
-                            if (bloodtoggle && tutoriallevel != 1)
+                            if (bloodtoggle && !Tutorial::active)
                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
-                            if (tutoriallevel == 1)
+                            if (Tutorial::active)
                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .8, .3);
                             footvel = tippoint - position;
                             Normalise(&footvel);
-                            if (bloodtoggle && tutoriallevel != 1)
+                            if (bloodtoggle && !Tutorial::active)
                                 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * -1, 1, 0, 0, .6, 1);
 
-                            if (tutoriallevel != 1) {
+                            if (!Tutorial::active) {
                                 if (Person::players[j]->weaponstuckwhere == 0)
                                     Person::players[j]->DoBloodBig(2, 205);
                                 if (Person::players[j]->weaponstuckwhere == 1)
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);
+                }
+            }
+        }
+    }
+}
diff --git a/Source/Tutorial.hpp b/Source/Tutorial.hpp
new file mode 100644 (file)
index 0000000..827ea58
--- /dev/null
@@ -0,0 +1,40 @@
+/*
+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/>.
+*/
+
+#ifndef _TUTORIAL_HPP_
+#define _TUTORIAL_HPP_
+
+class Tutorial
+{
+public:
+    static bool active;
+    static int stage;
+    static float stagetime;
+    static float maxtime;
+
+    static void Do(float multiplier);
+    static void DrawText();
+    static void DoStuff(float multiplier);
+
+private:
+    static float success;
+};
+
+#endif