Exemplo n.º 1
0
/*
===============
CG_TutorialText

Returns context help for the current class/weapon
===============
*/
const char *CG_TutorialText()
{
	playerState_t *ps;
	static char   text[ MAX_TUTORIAL_TEXT ];
	static int    refreshBindings = 0;

	text[ 0 ] = '\0';
	ps = &cg.snap->ps;

	if ( refreshBindings == 0 )
	{
		CG_GetBindings( (team_t) ps->persistant[ PERS_TEAM ] );
	}

	refreshBindings = ( refreshBindings + 1 ) % BINDING_REFRESH_INTERVAL;

	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:
					CG_AlienLevel1Text( text );
					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_NAKED:
				case PCL_HUMAN_LIGHT:
				case PCL_HUMAN_MEDIUM:
				case PCL_HUMAN_BSUIT:
					CG_HumanText( text, ps );
					break;

				default:
					break;
			}

			if ( ps->persistant[ PERS_TEAM ] == TEAM_ALIENS )
			{
				if ( BG_AlienCanEvolve( ps->stats[ STAT_CLASS ], ps->persistant[ PERS_CREDIT ] ) )
				{
					Q_strcat( text, MAX_TUTORIAL_TEXT,
					          va( _( "Press %s to evolve\n" ),
					              CG_KeyNameForCommand( "+activate" ) ) );
				}
			}
		}
	}
	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, va( _( "Press %s to open the console\n" ), CG_KeyNameForCommand( "toggleconsole" ) ) );
		Q_strcat( text, MAX_TUTORIAL_TEXT, _( "Press ESC for the menu" ) );
	}

	return text;
}
Exemplo n.º 2
0
/*
===============
CG_TutorialText

Returns context help for the current class/weapon
===============
*/
const char *CG_TutorialText( void )
{
  playerState_t *ps;
  static char   text[ MAX_TUTORIAL_TEXT ];

  CG_GetBindings( );

  text[ 0 ] = '\0';
  ps = &cg.snap->ps;

  if( !cg.intermissionStarted && !cg.demoPlayback )
  {
    if( ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR ||
        ps->pm_flags & PMF_FOLLOW )
    {
      CG_SpectatorText( text, ps );
    }
    else if( ps->stats[ STAT_HEALTH ] > 0 )
    {
      switch( ps->stats[ STAT_PCLASS ] )
      {
        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:
          CG_HumanText( text, ps );
          break;

        default:
          break;
      }

      if( ps->stats[ STAT_PTEAM ] == PTE_ALIENS &&
          BG_UpgradeClassAvailable( ps ) )
      {
        Q_strcat( text, MAX_TUTORIAL_TEXT,
            va( "Press %s to evolve\n",
              CG_KeyNameForCommand( "+button7" ) ) );
      }
    }

    Q_strcat( text, MAX_TUTORIAL_TEXT, "Press ESC for the menu" );
  }

  return text;
}