/* =========================================================================== Copyright (C) 2000-2009 Darklegion Development This file is part of Tremulous. Tremulous 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. Tremulous 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 Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // cg_tutorial.c -- the tutorial system #include "cg_local.h" #define CG_AxisName(a) ((a)==0?"X (forward-backward)":((a)==1?"Y (left-right)":"Z (up-down)")) typedef struct { char *command; char *humanName; keyNum_t keys[ 2 ]; } bind_t; static bind_t bindings[ ] = { { "+button2", "Activate Upgrade", { -1, -1 } }, { "+speed", "Run/Walk", { -1, -1 } }, { "+button8", "Sprint", { -1, -1 } }, { "+moveup", "Jump", { -1, -1 } }, { "+movedown", "Crouch", { -1, -1 } }, { "+attack", "Primary Attack", { -1, -1 } }, { "+button5", "Secondary Attack", { -1, -1 } }, { "reload", "Reload", { -1, -1 } }, { "buy ammo", "Buy Ammo / Refuel", { -1, -1 } }, { "itemact medkit", "Use Medkit", { -1, -1 } }, { "+button7", "Use Structure/Evolve", { -1, -1 } }, { "deconstruct", "Deconstruct Structure", { -1, -1 } }, { "weapprev", "Previous Upgrade", { -1, -1 } }, { "weapnext", "Next Upgrade", { -1, -1 } }, { "cuboidAxis next","Next Cuboid axis", { -1, -1 } }, { "cuboidRotate", "Rotate Cuboid", { -1, -1 } } }; static const int numBindings = sizeof( bindings ) / sizeof( bind_t ); /* ================= CG_GetBindings ================= */ static void CG_GetBindings( void ) { int i, j, numKeys; char buffer[ MAX_STRING_CHARS ]; for( i = 0; i < numBindings; i++ ) { bindings[ i ].keys[ 0 ] = bindings[ i ].keys[ 1 ] = K_NONE; numKeys = 0; for( j = 0; j < K_LAST_KEY; j++ ) { trap_Key_GetBindingBuf( j, buffer, MAX_STRING_CHARS ); if( buffer[ 0 ] == 0 ) continue; if( !Q_stricmp( buffer, bindings[ i ].command ) ) { bindings[ i ].keys[ numKeys++ ] = j; if( numKeys > 1 ) break; } } } } /* =============== CG_KeyNameForCommand =============== */ static const char *CG_KeyNameForCommand( const char *command ) { int i, j; static char buffer[ MAX_STRING_CHARS ]; int firstKeyLength; buffer[ 0 ] = '\0'; for( i = 0; i < numBindings; i++ ) { if( !Q_stricmp( command, bindings[ i ].command ) ) { if( bindings[ i ].keys[ 0 ] != K_NONE ) { trap_Key_KeynumToStringBuf( bindings[ i ].keys[ 0 ], buffer, MAX_STRING_CHARS ); firstKeyLength = strlen( buffer ); for( j = 0; j < firstKeyLength; j++ ) buffer[ j ] = toupper( buffer[ j ] ); if( bindings[ i ].keys[ 1 ] != K_NONE ) { Q_strcat( buffer, MAX_STRING_CHARS, " or " ); trap_Key_KeynumToStringBuf( bindings[ i ].keys[ 1 ], buffer + strlen( buffer ), MAX_STRING_CHARS - strlen( buffer ) ); for( j = firstKeyLength + 4; j < strlen( buffer ); j++ ) buffer[ j ] = toupper( buffer[ j ] ); } } else { Com_sprintf( buffer, MAX_STRING_CHARS, "\"%s\" (unbound)", bindings[ i ].humanName ); } return buffer; } } return ""; } #define MAX_TUTORIAL_TEXT 4096 /* =============== CG_BuildableInRange =============== */ static entityState_t *CG_BuildableInRange( playerState_t *ps, float *healthFraction ) { vec3_t view, point; trace_t trace; entityState_t *es; int health; AngleVectors( cg.refdefViewAngles, view, NULL, NULL ); VectorMA( cg.refdef.vieworg, 64, view, point ); CG_Trace( &trace, cg.refdef.vieworg, NULL, NULL, point, ps->clientNum, MASK_SHOT ); es = &cg_entities[ trace.entityNum ].currentState; if( healthFraction ) { health = es->generic1; *healthFraction = (float)health / BG_Buildable( es->modelindex, es->angles )->health; } if( es->eType == ET_BUILDABLE && ps->stats[ STAT_TEAM ] == BG_Buildable( es->modelindex, NULL )->team ) return es; else return NULL; } /* =============== CG_AlienBuilderText =============== */ static void CG_AlienBuilderText( char *text, playerState_t *ps ) { buildable_t buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT; entityState_t *es; if( buildable > BA_NONE ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to place the %s\n", CG_KeyNameForCommand( "+attack" ), BG_Buildable( buildable, NULL )->humanName ) ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to cancel placing the %s\n", CG_KeyNameForCommand( "+button5" ), BG_Buildable( buildable, NULL )->humanName ) ); } else { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to build a structure\n", CG_KeyNameForCommand( "+attack" ) ) ); } if( ( es = CG_BuildableInRange( ps, NULL ) ) ) { if( cgs.markDeconstruct ) { if( es->eFlags & EF_B_MARKED ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to unmark this structure for replacement\n", CG_KeyNameForCommand( "deconstruct" ) ) ); } else { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to mark this structure for replacement\n", CG_KeyNameForCommand( "deconstruct" ) ) ); } } else { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to destroy this structure\n", CG_KeyNameForCommand( "deconstruct" ) ) ); } } if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) == BA_NONE ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to swipe\n", CG_KeyNameForCommand( "+button5" ) ) ); } if( ps->stats[ STAT_CLASS ] == PCL_ALIEN_BUILDER0_UPG ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to launch a projectile\n", CG_KeyNameForCommand( "+button2" ) ) ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to walk on walls\n", CG_KeyNameForCommand( "+movedown" ) ) ); } } /* =============== CG_AlienLevel0Text =============== */ static void CG_AlienLevel0Text( char *text, playerState_t *ps ) { Q_strcat( text, MAX_TUTORIAL_TEXT, "Touch humans to damage them\n" ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to walk on walls\n", CG_KeyNameForCommand( "+movedown" ) ) ); } /* =============== CG_AlienLevel1Text =============== */ static void CG_AlienLevel1Text( char *text, playerState_t *ps ) { Q_strcat( text, MAX_TUTORIAL_TEXT, "Touch humans to grab them\n" ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to swipe\n", CG_KeyNameForCommand( "+attack" ) ) ); if( ps->stats[ STAT_CLASS ] == PCL_ALIEN_LEVEL1_UPG ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to spray poisonous gas\n", CG_KeyNameForCommand( "+button5" ) ) ); } Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to walk on walls\n", CG_KeyNameForCommand( "+movedown" ) ) ); } /* =============== CG_AlienLevel2Text =============== */ static void CG_AlienLevel2Text( char *text, playerState_t *ps ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to bite\n", CG_KeyNameForCommand( "+attack" ) ) ); if( ps->stats[ STAT_CLASS ] == PCL_ALIEN_LEVEL2_UPG ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to invoke an electrical attack\n", CG_KeyNameForCommand( "+button5" ) ) ); } Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Hold down %s then touch a wall to wall jump\n", CG_KeyNameForCommand( "+moveup" ) ) ); } /* =============== CG_AlienLevel3Text =============== */ static void CG_AlienLevel3Text( char *text, playerState_t *ps ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to bite\n", CG_KeyNameForCommand( "+attack" ) ) ); if( ps->stats[ STAT_CLASS ] == PCL_ALIEN_LEVEL3_UPG ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to launch a projectile\n", CG_KeyNameForCommand( "+button2" ) ) ); } Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Hold down and release %s to pounce\n", CG_KeyNameForCommand( "+button5" ) ) ); } /* =============== CG_AlienLevel4Text =============== */ static void CG_AlienLevel4Text( char *text, playerState_t *ps ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to swipe\n", CG_KeyNameForCommand( "+attack" ) ) ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Hold down and release %s to trample\n", CG_KeyNameForCommand( "+button5" ) ) ); } /* =============== CG_HumanCkitText =============== */ static void CG_HumanCkitText( char *text, playerState_t *ps ) { buildable_t buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT; entityState_t *es; if( buildable > BA_NONE ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to place the %s\n", CG_KeyNameForCommand( "+attack" ), BG_Buildable( buildable, NULL )->humanName ) ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to cancel placing the %s\n", CG_KeyNameForCommand( "+button5" ), BG_Buildable( buildable, NULL )->humanName ) ); } else { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to build a structure\n", CG_KeyNameForCommand( "+attack" ) ) ); } if( ( es = CG_BuildableInRange( ps, NULL ) ) ) { if( cgs.markDeconstruct ) { if( es->eFlags & EF_B_MARKED ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to unmark this structure\n", CG_KeyNameForCommand( "deconstruct" ) ) ); } else { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to mark this structure\n", CG_KeyNameForCommand( "deconstruct" ) ) ); } } else { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to destroy this structure\n", CG_KeyNameForCommand( "deconstruct" ) ) ); } } } /* =============== CG_HumanText =============== */ static void CG_HumanText( char *text, playerState_t *ps ) { char *name; upgrade_t upgrade = UP_NONE; if( cg.weaponSelect < 32 ) name = cg_weapons[ cg.weaponSelect ].humanName; else { name = cg_upgrades[ cg.weaponSelect - 32 ].humanName; upgrade = cg.weaponSelect - 32; } if( !ps->ammo && !ps->clips && !BG_Weapon( ps->weapon )->infiniteAmmo ) { //no ammo switch( ps->weapon ) { case WP_MACHINEGUN: case WP_CHAINGUN: case WP_SHOTGUN: case WP_FLAMER: Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Find an Armoury and press %s for more ammo\n", CG_KeyNameForCommand( "buy ammo" ) ) ); break; case WP_LAS_GUN: case WP_PULSE_RIFLE: case WP_MASS_DRIVER: case WP_LUCIFER_CANNON: Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Find an Armoury, Reactor, or Repeater and press %s for more ammo\n", CG_KeyNameForCommand( "buy ammo" ) ) ); break; default: break; } } else { switch( ps->weapon ) { case WP_BLASTER: case WP_MACHINEGUN: case WP_SHOTGUN: case WP_LAS_GUN: case WP_CHAINGUN: case WP_PULSE_RIFLE: case WP_FLAMER: Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to fire the %s\n", CG_KeyNameForCommand( "+attack" ), BG_Weapon( ps->weapon )->humanName ) ); break; case WP_MASS_DRIVER: Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to fire the %s\n", CG_KeyNameForCommand( "+attack" ), BG_Weapon( ps->weapon )->humanName ) ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Hold %s to zoom\n", CG_KeyNameForCommand( "+button5" ) ) ); break; case WP_PAIN_SAW: Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Hold %s to activate the %s\n", CG_KeyNameForCommand( "+attack" ), BG_Weapon( ps->weapon )->humanName ) ); break; case WP_LUCIFER_CANNON: Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Hold and release %s to fire a charged shot\n", CG_KeyNameForCommand( "+attack" ) ) ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to fire the %s\n", CG_KeyNameForCommand( "+button5" ), BG_Weapon( ps->weapon )->humanName ) ); break; case WP_HBUILD: CG_HumanCkitText( text, ps ); break; default: break; } } Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s and ", CG_KeyNameForCommand( "weapprev" ) ) ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "%s to select an upgrade\n", CG_KeyNameForCommand( "weapnext" ) ) ); if( upgrade == UP_NONE || ( upgrade > UP_NONE && BG_Upgrade( upgrade )->usable ) ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to use the %s\n", CG_KeyNameForCommand( "+button2" ), name ) ); } if( ps->stats[ STAT_HEALTH ] <= 35 && BG_InventoryContainsUpgrade( UP_MEDKIT, ps->stats ) ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to use your %s\n", CG_KeyNameForCommand( "itemact medkit" ), BG_Upgrade( UP_MEDKIT )->humanName ) ); } if( ps->stats[ STAT_STAMINA ] <= STAMINA_BLACKOUT_LEVEL ) { Q_strcat( text, MAX_TUTORIAL_TEXT, "You are blacking out. Stop sprinting to recover stamina\n" ); } else if( ps->stats[ STAT_STAMINA ] <= STAMINA_SLOW_LEVEL ) { Q_strcat( text, MAX_TUTORIAL_TEXT, "Your stamina is low. Stop sprinting to recover\n" ); } switch( cg.nearUsableBuildable ) { case BA_H_ARMOURY: Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to buy equipment upgrades at the %s. Sell your old weapon first!\n", CG_KeyNameForCommand( "+button7" ), BG_Buildable( cg.nearUsableBuildable, NULL )->humanName ) ); break; case BA_H_REPEATER: case BA_H_REACTOR: Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to refill your energy weapon's ammo at the %s\n", CG_KeyNameForCommand( "+button7" ), BG_Buildable( cg.nearUsableBuildable, NULL )->humanName ) ); break; case BA_NONE: break; default: Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to use the %s\n", CG_KeyNameForCommand( "+button7" ), BG_Buildable( cg.nearUsableBuildable, NULL )->humanName ) ); break; } Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s and any direction to sprint\n", CG_KeyNameForCommand( "+button8" ) ) ); } /* =============== CG_SpectatorText =============== */ static void CG_SpectatorText( char *text, playerState_t *ps ) { if( cgs.clientinfo[ cg.clientNum ].team != TEAM_NONE ) { if( ps->pm_flags & PMF_QUEUED ) Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to leave spawn queue\n", CG_KeyNameForCommand( "+attack" ) ) ); else Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to spawn\n", CG_KeyNameForCommand( "+attack" ) ) ); } else { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to join a team\n", CG_KeyNameForCommand( "+attack" ) ) ); } if( ps->pm_flags & PMF_FOLLOW ) { if( !cg.chaseFollow ) Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to switch to chase-cam spectator mode\n", CG_KeyNameForCommand( "+button2" ) ) ); else if( cgs.clientinfo[ cg.clientNum ].team == TEAM_NONE ) Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to return to free spectator mode\n", CG_KeyNameForCommand( "+button2" ) ) ); else Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to stop following\n", CG_KeyNameForCommand( "+button2" ) ) ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s or ", CG_KeyNameForCommand( "weapprev" ) ) ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "%s to change player\n", CG_KeyNameForCommand( "weapnext" ) ) ); } else { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to follow a player\n", CG_KeyNameForCommand( "+button2" ) ) ); } } #define BINDING_REFRESH_INTERVAL 30 /* =============== CG_TutorialText Returns context help for the current class/weapon =============== */ static void CG_NewText( char *text, playerState_t *ps ); const char *CG_TutorialText( void ) { playerState_t *ps; static char text[ MAX_TUTORIAL_TEXT ]; static int refreshBindings = 0; static qboolean checkedUpdate = qfalse; // force mod tutorial if new version if( !checkedUpdate ) { trap_Cvar_Update( &cg_lastModVersion ); if( cg_lastModVersion.integer < MODVER_CURRENT ) { trap_Cvar_Set( "cg_modTutorial", "1" ); trap_Cvar_Set( "cg_modTutorialReference", va( "%i", cg_lastModVersion.integer ) ); trap_Cvar_Set( "cg_lastModVersion", va( "%i", MODVER_CURRENT ) ); } checkedUpdate = qtrue; } if( refreshBindings == 0 ) CG_GetBindings( ); refreshBindings = ( refreshBindings + 1 ) % BINDING_REFRESH_INTERVAL; text[ 0 ] = '\0'; ps = &cg.snap->ps; if( cg_modTutorial.integer ) { CG_NewText( text, ps ); if( !cg_tutorial.integer ) return text; } if( !cg.intermissionStarted && !cg.demoPlayback ) { if( ps->persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT || ps->pm_flags & PMF_FOLLOW ) { CG_SpectatorText( text, ps ); } else if( ps->stats[ STAT_HEALTH ] > 0 ) { switch( ps->stats[ STAT_CLASS ] ) { case PCL_ALIEN_BUILDER0: case PCL_ALIEN_BUILDER0_UPG: CG_AlienBuilderText( text, ps ); break; case PCL_ALIEN_LEVEL0: CG_AlienLevel0Text( text, ps ); break; case PCL_ALIEN_LEVEL1: case PCL_ALIEN_LEVEL1_UPG: CG_AlienLevel1Text( text, ps ); break; case PCL_ALIEN_LEVEL2: case PCL_ALIEN_LEVEL2_UPG: CG_AlienLevel2Text( text, ps ); break; case PCL_ALIEN_LEVEL3: case PCL_ALIEN_LEVEL3_UPG: CG_AlienLevel3Text( text, ps ); break; case PCL_ALIEN_LEVEL4: CG_AlienLevel4Text( text, ps ); break; case PCL_HUMAN: case PCL_HUMAN_BSUIT: CG_HumanText( text, ps ); break; default: break; } if( ps->stats[ STAT_TEAM ] == TEAM_ALIENS ) { if( BG_AlienCanEvolve( ps->stats[ STAT_CLASS ], ps->persistant[ PERS_CREDIT ], cgs.alienStage ) ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to evolve\n", CG_KeyNameForCommand( "+button7" ) ) ); } } } } else if( !cg.demoPlayback ) { if( !CG_ClientIsReady( ps->clientNum ) ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s when ready to continue\n", CG_KeyNameForCommand( "+attack" ) ) ); } else { Q_strcat( text, MAX_TUTORIAL_TEXT, "Waiting for other players to be ready\n" ); } } if( !cg.demoPlayback ) { Q_strcat( text, MAX_TUTORIAL_TEXT, "Press ESC for the menu" ); } return text; } /* =============== CG_NewText Informs the player about new mod features. cg_tutorial2 contains a mod version (table below). CG_NewText will explain all features introduced in that version and later. 0 N/A vanilla GPP 1 Sep 03 alpha 1 =============== */ static void CG_CuboidText( char *text, playerState_t *ps ) { buildable_t buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT; if ( buildable <= BA_NONE ) return; if( !BG_Buildable( buildable, NULL )->cuboid ) return; Q_strcat( text, MAX_TUTORIAL_TEXT, "Cuboid requires new keybindings. They can be set in Options -> Controls -> Cuboid\n" ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s and ", CG_KeyNameForCommand( "weapnext" ) ) ); Q_strcat( text, MAX_TUTORIAL_TEXT, va( "%s to resize the %s on %s axis.\n", CG_KeyNameForCommand( "weapprev" ), BG_Buildable( buildable, NULL )->humanName, CG_AxisName( cg_cuboidResizeAxis.integer ) ) ); Q_strcat(text, MAX_TUTORIAL_TEXT, va( "Press %s to rotate %s around %s axis\n", CG_KeyNameForCommand( "cuboidRotate" ), BG_Buildable( buildable, NULL )->humanName, CG_AxisName( cg_cuboidResizeAxis.integer ) ) ); Q_strcat(text, MAX_TUTORIAL_TEXT, va( "Press %s to select another axis.\n", CG_KeyNameForCommand( "cuboidAxis next" ) ) ); } static void CG_NewText( char *text, playerState_t *ps ) { int reference; reference = cg_modTutorialReference.integer; if( !cg.intermissionStarted && !cg.demoPlayback ) { if( ps->persistant[ PERS_SPECSTATE ] == SPECTATOR_NOT && !( ps->pm_flags & PMF_FOLLOW ) && ps->stats[ STAT_HEALTH ] > 0 ) { if( reference >= MODVER_C2_0_1_0 ) { if( BG_InventoryContainsUpgrade( UP_JETPACK, ps->stats ) ) { if( ps->stats[ STAT_FUEL ] > JETPACK_FUEL_JUMP ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to perform a jetpack-aided jump. It uses fuel instead of stamina\n", CG_KeyNameForCommand( "+moveup" ) ) ); } if( ps->stats[ STAT_FUEL ] <= JETPACK_FUEL_LOW ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "You are running low on jet fuel. Find an Armoury and press %s to refuel\n", CG_KeyNameForCommand( "buy ammo" ) ) ); } else if( ps->stats[ STAT_FUEL ] <= 0 ) { Q_strcat( text, MAX_TUTORIAL_TEXT, va( "You are out of jet fuel. You can no longer fly. Find an Armoury and press %s to refuel\n", CG_KeyNameForCommand( "buy ammo" ) ) ); } } } switch( ps->weapon ) { case WP_ABUILD: case WP_ABUILD2: case WP_HBUILD: if( reference >= MODVER_C2_0_1_0 ) { CG_CuboidText( text, ps ); if( ps->weapon == WP_ABUILD2 ) Q_strcat( text, MAX_TUTORIAL_TEXT, "Spitting at a human has a chance of impregnating him\n" "with an alien egg. After a certain amount of time,\n" "the egg can be spawned from by aliens, killing the human.\n" ); } break; case WP_ALEVEL4: if( reference >= MODVER_C2_0_1_0 ) Q_strcat( text, MAX_TUTORIAL_TEXT, va( "Press %s to drop a Tyrant Bomb. It can be regerated by touching a Booster.\n", CG_KeyNameForCommand( "+button2" ) ) ); break; } } } }