TombEngine/TR5Main/Game/inventory.cpp

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#include "inventory.h"
#include "draw.h"
#include "control.h"
#include "larafire.h"
#include "sound.h"
#include "gameflow.h"
#include "sound.h"
#include "savegame.h"
#include "lara.h"
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#include "..\Global\global.h"
#include "..\Specific\input.h"
Inventory* g_Inventory;
extern GameFlow* g_GameFlow;
extern LaraExtraInfo g_LaraExtra;
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void Inject_Inventory()
{
}
Inventory::Inventory()
{
ZeroMemory(&m_objectsTable[0], sizeof(InventoryObjectDefinition) * INVENTORY_TABLE_SIZE);
// Copy the old table
for (__int32 i = 0; i < 100; i++)
{
m_objectsTable[i].objectNumber = InventoryObjectsList[i].objectNumber;
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m_objectsTable[i].objectName = InventoryObjectsList[i].objectName;
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m_objectsTable[i].meshBits = InventoryObjectsList[i].meshBits;
}
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// Assign new strings
m_objectsTable[INV_OBJECT_UZIS] = InventoryObjectDefinition(ID_UZI_ITEM, STRING_INV_UZI, -1, 0);
m_objectsTable[INV_OBJECT_PISTOLS] = InventoryObjectDefinition(ID_PISTOLS_ITEM, STRING_INV_PISTOLS, -1, 0);
m_objectsTable[INV_OBJECT_SHOTGUN] = InventoryObjectDefinition(ID_SHOTGUN_ITEM, STRING_INV_SHOTGUN, -1, 0);
m_objectsTable[INV_OBJECT_REVOLVER] = InventoryObjectDefinition(ID_REVOLVER_ITEM, STRING_INV_REVOLVER, -1, 0);
m_objectsTable[INV_OBJECT_REVOLVER_LASER] = InventoryObjectDefinition(ID_REVOLVER_ITEM, STRING_INV_REVOLVER_LASER, -1, 0);
m_objectsTable[INV_OBJECT_HK] = InventoryObjectDefinition(ID_HK_ITEM, STRING_INV_HK, -1, 0);
m_objectsTable[INV_OBJECT_SHOTGUN_AMMO1] = InventoryObjectDefinition(ID_SHOTGUN_AMMO1_ITEM, STRING_INV_SHOTGUN_AMMO1, -1, 0);
m_objectsTable[INV_OBJECT_SHOTGUN_AMMO2] = InventoryObjectDefinition(ID_SHOTGUN_AMMO2_ITEM, STRING_INV_SHOTGUN_AMMO2, -1, 0);
m_objectsTable[INV_OBJECT_HK_AMMO1] = InventoryObjectDefinition(ID_HK_AMMO_ITEM, STRING_INV_HK_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_REVOLVER_AMMO] = InventoryObjectDefinition(ID_REVOLVER_AMMO_ITEM, STRING_INV_REVOLVER_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_UZI_AMMO] = InventoryObjectDefinition(ID_UZI_AMMO_ITEM, STRING_INV_UZI_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_PISTOLS_AMMO] = InventoryObjectDefinition(ID_PISTOLS_AMMO_ITEM, STRING_INV_PISTOLS_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_LASERSIGHT] = InventoryObjectDefinition(ID_LASERSIGHT_ITEM, STRING_INV_LASERSIGHT, -1, 0);
m_objectsTable[INV_OBJECT_SILENCER] = InventoryObjectDefinition(ID_SILENCER_ITEM, STRING_INV_SILENCER, -1, 0);
m_objectsTable[INV_OBJECT_LARGE_MEDIPACK] = InventoryObjectDefinition(ID_BIGMEDI_ITEM, STRING_INV_LARGE_MEDIPACK, -1, 0);
m_objectsTable[INV_OBJECT_SMALL_MEDIPACK] = InventoryObjectDefinition(ID_SMALLMEDI_ITEM, STRING_INV_SMALL_MEDIPACK, -1, 0);
m_objectsTable[INV_OBJECT_BINOCULARS] = InventoryObjectDefinition(ID_BINOCULARS_ITEM, STRING_INV_BINOCULARS, -1, 0);
m_objectsTable[INV_OBJECT_FLARES] = InventoryObjectDefinition(ID_FLARE_INV_ITEM, STRING_INV_FLARES, -1, 0);
m_objectsTable[INV_OBJECT_TIMEX] = InventoryObjectDefinition(ID_COMPASS_ITEM, STRING_INV_TIMEX, -1, 0);
m_objectsTable[INV_OBJECT_CROWBAR] = InventoryObjectDefinition(ID_CROWBAR_ITEM, STRING_INV_CROWBAR, -1, 0);
m_objectsTable[INV_OBJECT_GRENADE_LAUNCHER] = InventoryObjectDefinition(ID_GRENADE_ITEM, STRING_INV_GRENADE_LAUNCHER, -1, 0);
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m_objectsTable[INV_OBJECT_GRENADE_AMMO1] = InventoryObjectDefinition(ID_GRENADE_AMMO1_ITEM, STRING_INV_GRENADE_AMMO1, -1, 0);
m_objectsTable[INV_OBJECT_GRENADE_AMMO2] = InventoryObjectDefinition(ID_GRENADE_AMMO2_ITEM, STRING_INV_GRENADE_AMMO2, -1, 0);
m_objectsTable[INV_OBJECT_GRENADE_AMMO3] = InventoryObjectDefinition(ID_GRENADE_AMMO3_ITEM, STRING_INV_GRENADE_AMMO3, -1, 0);
m_objectsTable[INV_OBJECT_HARPOON_GUN] = InventoryObjectDefinition(ID_HARPOON_ITEM, STRING_INV_HARPOON_GUN, -1, 0);
m_objectsTable[INV_OBJECT_HARPOON_AMMO] = InventoryObjectDefinition(ID_HARPOON_AMMO_ITEM, STRING_INV_HARPOON_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_ROCKET_LAUNCHER] = InventoryObjectDefinition(ID_ROCKET_LAUNCHER_ITEM, STRING_INV_ROCKET_LAUNCHER, -1, 0);
m_objectsTable[INV_OBJECT_ROCKET_AMMO] = InventoryObjectDefinition(ID_ROCKET_LAUNCHER_AMMO_ITEM, STRING_INV_ROCKET_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_CROSSBOW] = InventoryObjectDefinition(ID_CROSSBOW_ITEM, STRING_INV_CROSSBOW, -1, 0);
m_objectsTable[INV_OBJECT_CROSSBOW_LASER] = InventoryObjectDefinition(ID_CROSSBOW_ITEM, STRING_INV_CROSSBOW_LASER, -1, 0);
m_objectsTable[INV_OBJECT_CROSSBOW_AMMO1] = InventoryObjectDefinition(ID_CROSSBOW_AMMO1_ITEM, STRING_INV_CROSSBOW_AMMO1, -1, 0);
m_objectsTable[INV_OBJECT_CROSSBOW_AMMO2] = InventoryObjectDefinition(ID_CROSSBOW_AMMO2_ITEM, STRING_INV_CROSSBOW_AMMO2, -1, 0);
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m_objectsTable[INV_OBJECT_CROSSBOW_AMMO3] = InventoryObjectDefinition(ID_CROSSBOW_AMMO3_ITEM, STRING_INV_CROSSBOW_AMMO3, -1, 0);
m_objectsTable[INV_OBJECT_PASSAPORT] = InventoryObjectDefinition(ID_INVENTORY_PASSPORT, STRING_INV_PASSPORT, -1, 0);
m_objectsTable[INV_OBJECT_KEYS] = InventoryObjectDefinition(ID_INVENTORY_KEYS, STRING_INV_CONTROLS, -1, 0);
m_objectsTable[INV_OBJECT_SUNGLASSES] = InventoryObjectDefinition(ID_INVENTORY_SUNGLASSES, STRING_INV_DISPLAY, -1, 0);
m_objectsTable[INV_OBJECT_POLAROID] = InventoryObjectDefinition(ID_INVENTORY_POLAROID, STRING_INV_LARA_HOME, -1, 0);
m_objectsTable[INV_OBJECT_HEADPHONES] = InventoryObjectDefinition(ID_INVENTORY_HEADPHONES, STRING_INV_SOUND, -1, 0);
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m_objectsTable[INV_OBJECT_DIARY] = InventoryObjectDefinition(ID_DIARY, STRING_INV_DIARY, -1, 0);
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m_objectsTable[INV_OBJECT_WATERSKIN1] = InventoryObjectDefinition(ID_WATERSKIN1_EMPTY, STRING_INV_WATERSKIN1_EMPTY, -1, 0);
m_objectsTable[INV_OBJECT_WATERSKIN2] = InventoryObjectDefinition(ID_WATERSKIN2_EMPTY, STRING_INV_WATERSKIN2_EMPTY, -1, 0);
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}
Inventory::~Inventory()
{
}
InventoryRing* Inventory::GetRing(__int32 index)
{
return &m_rings[index];
}
__int32 Inventory::GetActiveRing()
{
return m_activeRing;
}
void Inventory::SetActiveRing(__int32 index)
{
m_activeRing = index;
}
void Inventory::InsertObject(__int32 ring, __int32 objectNumber)
{
m_rings[ring].objects[m_rings[ring].numObjects].inventoryObject = objectNumber;
m_rings[ring].numObjects++;
}
void Inventory::Initialise()
{
// Reset the objects in inventory
for (__int32 i = 0; i < NUM_INVENTORY_RINGS; i++)
{
m_rings[i].numObjects = 0;
m_rings[i].movement = 0;
m_rings[i].currentObject = 0;
m_rings[i].focusState = INV_FOCUS_STATE_NONE;
for (__int32 j = 0; j < NUM_INVENTORY_OBJECTS_PER_RING; j++)
{
m_rings[i].objects[j].inventoryObject = -1;
m_rings[i].objects[j].rotation = 0;
m_rings[i].objects[j].scale = INV_OBJECT_SCALE;
}
}
// DEBUG
{
//Lara.uzisTypeCarried = 1;
//Lara.numUziAmmo = 1000;
//Lara.shotgunTypeCarried = 1;
//Lara.numShotgunAmmo1 = 1000;
//Lara.numShotgunAmmo2 = 1000;
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/*Lara.numRevolverAmmo = 1000;
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Lara.numShotgunAmmo2 = 1000;
Lara.crowbar = 1;
Lara.sixshooterTypeCarried = 1;*/
//Lara.uzisTypeCarried = 1;
//Lara.numUziAmmo = 10000;
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//Lara.crossbowTypeCarried = 1;
//Lara.numCrossbowAmmo1 = 1000;
g_LaraExtra.Weapons[WEAPON_PISTOLS].Present = true;
g_LaraExtra.Weapons[WEAPON_PISTOLS].Ammo[0] = -1;
g_LaraExtra.Weapons[WEAPON_PISTOLS].SelectedAmmo = WEAPON_AMMO1;
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g_LaraExtra.Weapons[WEAPON_CROSSBOW].Present = true;
g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[0] = 1000;
g_LaraExtra.Weapons[WEAPON_CROSSBOW].SelectedAmmo = WEAPON_AMMO1;
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g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Present = true;
g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Ammo[0] = 1000;
g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].SelectedAmmo = WEAPON_AMMO1;
g_LaraExtra.Weapons[WEAPON_HARPOON_GUN].Present = true;
g_LaraExtra.Weapons[WEAPON_HARPOON_GUN].Ammo[0] = 1000;
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}
// Now fill the rings
if (!(gfLevelFlags & 1))
{
// Pistols
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if (g_LaraExtra.Weapons[WEAPON_PISTOLS].Present)
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InsertObject(INV_RING_WEAPONS, INV_OBJECT_PISTOLS);
// Uzi
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if (g_LaraExtra.Weapons[WEAPON_UZI].Present)
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InsertObject(INV_RING_WEAPONS, INV_OBJECT_UZIS);
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else if (g_LaraExtra.Weapons[WEAPON_UZI].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_UZI_AMMO);
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// Revolver
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if (g_LaraExtra.Weapons[WEAPON_REVOLVER].Present)
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{
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if (g_LaraExtra.Weapons[WEAPON_REVOLVER].HasLasersight)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_REVOLVER_LASER);
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else
InsertObject(INV_RING_WEAPONS, INV_OBJECT_REVOLVER);
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}
else
{
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if (g_LaraExtra.Weapons[WEAPON_REVOLVER].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_REVOLVER_AMMO);
}
// Shotgun
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if (g_LaraExtra.Weapons[WEAPON_SHOTGUN].Present)
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{
InsertObject(INV_RING_WEAPONS, INV_OBJECT_SHOTGUN);
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//if (Lara.shotgunTypeCarried & 0x10)
// CurrentShotGunAmmoType = 1;
}
else
{
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if (g_LaraExtra.Weapons[WEAPON_SHOTGUN].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_SHOTGUN_AMMO1);
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if (g_LaraExtra.Weapons[WEAPON_SHOTGUN].Ammo[1])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_SHOTGUN_AMMO2);
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}
// HK
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if (g_LaraExtra.Weapons[WEAPON_HK].Present)
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{
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if (g_LaraExtra.Weapons[WEAPON_HK].HasSilencer)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_HK_LASER);
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else
InsertObject(INV_RING_WEAPONS, INV_OBJECT_HK);
}
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else if (g_LaraExtra.Weapons[WEAPON_HK].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_HK_AMMO1);
// Crossbow
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if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].Present)
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{
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if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].HasLasersight)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROSSBOW_LASER);
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else
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROSSBOW);
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}
else
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{
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if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROSSBOW_AMMO1);
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if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[1])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROSSBOW_AMMO2);
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if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[2])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROSSBOW_AMMO3);
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}
// Grenade launcher
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if (g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Present)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_GRENADE_LAUNCHER);
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else
{
if (g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_GRENADE_AMMO1);
if (g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Ammo[1])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_GRENADE_AMMO2);
if (g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Ammo[2])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_GRENADE_AMMO3);
}
// Harpoon
if (g_LaraExtra.Weapons[WEAPON_HARPOON_GUN].Present)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_HARPOON_GUN);
else if (g_LaraExtra.Weapons[WEAPON_HARPOON_GUN].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_HARPOON_AMMO);
// Rocket launcher
if (g_LaraExtra.Weapons[WEAPON_ROCKET_LAUNCHER].Present)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_ROCKET_LAUNCHER);
else if (g_LaraExtra.Weapons[WEAPON_ROCKET_LAUNCHER].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_ROCKET_AMMO);
// Lasersight
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if (Lara.laserSight)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_LASERSIGHT);
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// Silencer
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if (Lara.silencer)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_SILENCER);
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// Binoculars
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if (Lara.binoculars)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_BINOCULARS);
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// Flares
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if (Lara.numFlares)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_FLARES);
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}
InsertObject(INV_RING_WEAPONS, INV_OBJECT_BINOCULARS);
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//InsertObject(INV_RING_OPTIONS, 26);
if (Lara.numSmallMedipack)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_SMALL_MEDIPACK);
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if (Lara.numLargeMedipack)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_LARGE_MEDIPACK);
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if (Lara.crowbar)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROWBAR);
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__int32 i = 0;
do
{
if (Lara.puzzleItems[i])
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_PUZZLE1);
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i++;
} while (i < 8);
i = 0;
do
{
if ((1 << i) & Lara.puzzleItemsCombo)
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_PUZZLE1_COMBO1);
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i++;
} while (i < 16);
i = 0;
do
{
if ((1 << i) & Lara.keyItems)
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_KEY1);
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i++;
} while (i < 8);
i = 0;
do
{
if ((1 << i) & Lara.keyItemsCombo)
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_KEY1_COMBO1);
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i++;
} while (i < 16);
i = 0;
do
{
if ((1 << i) & Lara.pickupItems)
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_PICKUP1);
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i++;
} while (i < 4);
i = 0;
do
{
if ((1 << i) & Lara.pickupItemsCombo)
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_PICKUP1_COMBO1);
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i++;
} while (i < 8);
if (Lara.examine1)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_EXAMINE1);
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if (Lara.examine2)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_EXAMINE2);
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if (Lara.examine3)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_EXAMINE3);
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if (Lara.wetcloth == 2)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_WETCLOTH1);
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if (Lara.wetcloth == 1)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_WETCLOTH2);
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if (Lara.bottle)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_BOTTLE);
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if (g_LaraExtra.Waterskin1.Present)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_WATERSKIN1);
if (g_LaraExtra.Waterskin2.Present)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_WATERSKIN2);
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InventoryRing* ring = &m_rings[INV_RING_OPTIONS];
// Reset the objects in inventory
ring->numObjects = 0;
ring->movement = 0;
ring->currentObject = 0;
ring->focusState = INV_FOCUS_STATE_NONE;
for (__int32 j = 0; j < NUM_INVENTORY_OBJECTS_PER_RING; j++)
{
ring->objects[j].inventoryObject = -1;
ring->objects[j].rotation = 0;
ring->objects[j].scale = 2.0f;
}
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InsertObject(INV_RING_OPTIONS, INV_OBJECT_PASSAPORT);
InsertObject(INV_RING_OPTIONS, INV_OBJECT_SUNGLASSES);
InsertObject(INV_RING_OPTIONS, INV_OBJECT_HEADPHONES);
InsertObject(INV_RING_OPTIONS, INV_OBJECT_KEYS);
m_activeRing = INV_RING_WEAPONS;
m_type = INV_TYPE_GAME;
m_deltaMovement = 0;
m_movement = INV_MOVE_STOPPED;
m_type = INV_TYPE_GAME;
InventoryItemChosen = -1;
}
INVENTORY_RESULT Inventory::DoInventory()
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{
Initialise();
// If Lara is dead, then we can use only the passport
if (LaraItem->hitPoints <= 0 && CurrentLevel > 0)
{
m_rings[INV_RING_PUZZLES].draw = false;
m_rings[INV_RING_WEAPONS].draw = false;
m_rings[INV_RING_OPTIONS].draw = true;
m_activeRing = INV_RING_OPTIONS;
m_rings[m_activeRing].currentObject = 0;
INVENTORY_RESULT passportResult = DoPassport();
// Fade out
g_Renderer->FadeOut();
for (__int32 i = 0; i < FADE_FRAMES_COUNT; i++)
g_Renderer->DrawInventory();
return passportResult;
}
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m_rings[INV_RING_PUZZLES].draw = true;
m_rings[INV_RING_WEAPONS].draw = true;
m_rings[INV_RING_OPTIONS].draw = true;
m_activeRing = INV_RING_WEAPONS;
INVENTORY_RESULT result = INVENTORY_RESULT::INVENTORY_RESULT_NONE;
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g_Renderer->DumpGameScene();
g_Renderer->DrawInventory();
while (!ResetFlag)
{
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & 0x200000)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
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// Exit from inventory
GlobalEnterInventory = -1;
return INVENTORY_RESULT::INVENTORY_RESULT_NONE;
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}
else if (DbInput & 1 &&
(m_activeRing == INV_RING_WEAPONS && m_rings[INV_RING_PUZZLES].numObjects != 0 ||
m_activeRing == INV_RING_OPTIONS))
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{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
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// Go to the upper ring
for (__int32 i = 0; i < 8; i++)
{
m_movement -= 1024.0f;
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
if (m_activeRing == INV_RING_WEAPONS)
m_activeRing = INV_RING_PUZZLES;
else
m_activeRing = INV_RING_WEAPONS;
m_movement = 0;
continue;
}
else if (DbInput & 2 && (m_activeRing == INV_RING_PUZZLES || m_activeRing == INV_RING_WEAPONS))
{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
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// Go to the lower ring
for (__int32 i = 0; i < 8; i++)
{
m_movement += 1024.0f;
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
if (m_activeRing == INV_RING_WEAPONS)
m_activeRing = INV_RING_OPTIONS;
else
m_activeRing = INV_RING_WEAPONS;
m_movement = 0;
continue;
}
else if (DbInput & 4)
{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
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// Change object right
float deltaAngle = 360.0f / m_rings[m_activeRing].numObjects / 8.0f;
m_rings[m_activeRing].movement = 0;
for (__int32 i = 0; i < 8; i++)
{
m_rings[m_activeRing].movement += deltaAngle;
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
if (m_rings[m_activeRing].currentObject == m_rings[m_activeRing].numObjects - 1)
m_rings[m_activeRing].currentObject = 0;
else
m_rings[m_activeRing].currentObject++;
m_rings[m_activeRing].movement = 0;
}
else if (DbInput & 8)
{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
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// Change object left
float deltaAngle = 360.0f / m_rings[m_activeRing].numObjects / 8.0f;
m_rings[m_activeRing].movement = 0;
for (__int32 i = 0; i < 8; i++)
{
m_rings[m_activeRing].movement -= deltaAngle;
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
if (m_rings[m_activeRing].currentObject == 0)
m_rings[m_activeRing].currentObject = m_rings[m_activeRing].numObjects - 1;
else
m_rings[m_activeRing].currentObject--;
m_rings[m_activeRing].movement = 0;
}
else if (DbInput & 0x100000)
{
// Handle action
if (m_activeRing == INV_RING_OPTIONS)
{
if (m_rings[INV_RING_OPTIONS].objects[m_rings[INV_RING_OPTIONS].currentObject].inventoryObject == INV_OBJECT_PASSAPORT)
{
INVENTORY_RESULT passportResult = DoPassport();
if (passportResult == INVENTORY_RESULT::INVENTORY_RESULT_NEW_GAME ||
passportResult == INVENTORY_RESULT::INVENTORY_RESULT_EXIT_TO_TILE ||
passportResult == INVENTORY_RESULT::INVENTORY_RESULT_LOAD_GAME)
{
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// Fade out
g_Renderer->FadeOut();
for (__int32 i = 0; i < FADE_FRAMES_COUNT; i++)
g_Renderer->DrawInventory();
return passportResult;
}
}
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if (m_rings[INV_RING_OPTIONS].objects[m_rings[INV_RING_OPTIONS].currentObject].inventoryObject == INV_OBJECT_KEYS)
DoControlsSettings();
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if (m_rings[INV_RING_OPTIONS].objects[m_rings[INV_RING_OPTIONS].currentObject].inventoryObject == INV_OBJECT_SUNGLASSES)
DoGraphicsSettings();
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if (m_rings[INV_RING_OPTIONS].objects[m_rings[INV_RING_OPTIONS].currentObject].inventoryObject == INV_OBJECT_HEADPHONES)
DoSoundSettings();
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}
else if (m_activeRing == INV_RING_WEAPONS || m_activeRing == INV_RING_PUZZLES)
{
UseCurrentItem();
// Exit from inventory
GlobalEnterInventory = -1;
return INVENTORY_RESULT::INVENTORY_RESULT_USE_ITEM;
}
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}
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
return result;
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}
void Inventory::UseCurrentItem()
{
InventoryRing* ring = &m_rings[m_activeRing];
InventoryObject* inventoryObject = &ring->objects[ring->currentObject];
__int16 objectNumber = m_objectsTable[inventoryObject->inventoryObject].objectNumber;
LaraItem->meshBits = -1;
__int32 binocularRange = BinocularRange;
BinocularRange = 0;
OldLaraBusy = false;
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// Small medipack
if (objectNumber == ID_SMALLMEDI_ITEM)
{
if ((LaraItem->hitPoints <= 0 || LaraItem->hitPoints >= 1000) && !Lara.poisoned)
{
SayNo();
return;
}
if (Lara.numSmallMedipack != -1)
Lara.numSmallMedipack--;
Lara.dpoisoned = 0;
LaraItem->hitPoints += 500;
if (LaraItem->hitPoints > 1000)
LaraItem->hitPoints = 1000;
SoundEffect(116, 0, 2);
Savegame.Game.HealthUsed++;
SoundEffect(SFX_MENU_MEDI, NULL, 0);
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return;
}
// Big medipack
if (objectNumber == ID_BIGMEDI_ITEM)
{
if ((LaraItem->hitPoints <= 0 || LaraItem->hitPoints >= 1000) && !Lara.poisoned)
{
SayNo();
return;
}
if (Lara.numLargeMedipack != -1)
Lara.numLargeMedipack--;
Lara.dpoisoned = 0;
LaraItem->hitPoints += 1000;
if (LaraItem->hitPoints > 1000)
LaraItem->hitPoints = 1000;
SoundEffect(116, 0, 2);
Savegame.Game.HealthUsed++;
SoundEffect(SFX_MENU_MEDI, NULL, 0);
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return;
}
// Binoculars
if (objectNumber == ID_BINOCULARS_ITEM)
{
if (LaraItem->currentAnimState == 2 && LaraItem->animNumber == 103 || Lara.isDucked && !(TrInput & 0x20000000))
{
if (!SniperCameraActive && !UseSpotCam && !TrackCameraInit)
{
OldLaraBusy = true;
BinocularRange = 128;
if (Lara.gunStatus)
Lara.gunStatus = LG_UNDRAW_GUNS;
}
}
if (binocularRange)
BinocularRange = binocularRange;
else
BinocularOldCamera = Camera.oldType;
return;
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}
// Crowbar and puzzles
if (objectNumber == ID_CROWBAR_ITEM ||
objectNumber >= ID_PUZZLE_ITEM1 && objectNumber <= ID_PUZZLE_ITEM8 ||
objectNumber >= ID_PUZZLE_ITEM1_COMBO1 && objectNumber <= ID_PUZZLE_ITEM8_COMBO2 ||
objectNumber >= ID_KEY_ITEM1 && objectNumber <= ID_KEY_ITEM8 ||
objectNumber >= ID_KEY_ITEM1_COMBO1 && objectNumber <= ID_KEY_ITEM8_COMBO2 ||
objectNumber >= ID_PICKUP_ITEM1 && objectNumber <= ID_PICKUP_ITEM3 ||
objectNumber >= ID_PICKUP_ITEM1_COMBO1 && objectNumber <= ID_PICKUP_ITEM3_COMBO2)
{
// Only if above water
if (Lara.waterStatus == LW_ABOVE_WATER)
{
InventoryItemChosen = objectNumber;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
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return;
}
else
{
SayNo();
return;
}
}
// Flares
if (objectNumber == ID_FLARE_INV_ITEM)
{
if (Lara.waterStatus == LW_ABOVE_WATER)
{
InventoryItemChosen = objectNumber;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
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return;
}
else
{
SayNo();
return;
}
}
bool canUseWeapons = !(LaraItem->currentAnimState == 80 || LaraItem->currentAnimState == 81 ||
LaraItem->currentAnimState == 84 || LaraItem->currentAnimState == 85 ||
LaraItem->currentAnimState == 86 || LaraItem->currentAnimState == 88 ||
LaraItem->currentAnimState == 71 || LaraItem->currentAnimState == 105 ||
LaraItem->currentAnimState == 106 || Lara.waterStatus != LW_ABOVE_WATER);
// Pistols
if (objectNumber == ID_PISTOLS_ITEM)
{
if (canUseWeapons)
{
Lara.requestGunType = WEAPON_PISTOLS;
if (!Lara.gunStatus && Lara.gunType == WEAPON_PISTOLS)
Lara.gunStatus = LG_DRAW_GUNS;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
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}
else
{
SayNo();
}
return;
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}
// Uzis
if (objectNumber == ID_UZI_ITEM)
{
if (canUseWeapons)
{
Lara.requestGunType = WEAPON_UZI;
if (!Lara.gunStatus && Lara.gunType == WEAPON_UZI)
Lara.gunStatus = LG_DRAW_GUNS;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
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}
else
{
SayNo();
}
return;
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}
// Revolver
if (objectNumber == ID_REVOLVER_ITEM)
{
if (canUseWeapons)
{
Lara.requestGunType = WEAPON_REVOLVER;
if (!Lara.gunStatus && Lara.gunType == WEAPON_REVOLVER)
Lara.gunStatus = LG_DRAW_GUNS;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
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}
else
{
SayNo();
}
return;
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}
// Shotgun
if (objectNumber == ID_SHOTGUN_ITEM)
{
if (canUseWeapons)
{
Lara.requestGunType = WEAPON_SHOTGUN;
if (!Lara.gunStatus && Lara.gunType == WEAPON_SHOTGUN)
Lara.gunStatus = LG_DRAW_GUNS;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
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}
else
{
SayNo();
}
return;
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}
// Grenade launcher
if (objectNumber == ID_GRENADE_ITEM)
{
if (canUseWeapons)
{
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Lara.requestGunType = WEAPON_GRENADE_LAUNCHER;
if (!Lara.gunStatus && Lara.gunType == WEAPON_GRENADE_LAUNCHER)
Lara.gunStatus = LG_DRAW_GUNS;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
}
else
{
SayNo();
}
return;
}
// Harpoon gun
if (objectNumber == ID_HARPOON_ITEM)
{
if (canUseWeapons)
{
Lara.requestGunType = WEAPON_HARPOON_GUN;
if (!Lara.gunStatus && Lara.gunType == WEAPON_HARPOON_GUN)
Lara.gunStatus = LG_DRAW_GUNS;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
}
else
{
SayNo();
}
return;
}
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// Crossbow/grappling gun
if (objectNumber == ID_CROSSBOW_ITEM)
{
if (canUseWeapons)
{
Lara.requestGunType = WEAPON_CROSSBOW;
if (!Lara.gunStatus && Lara.gunType == WEAPON_CROSSBOW)
Lara.gunStatus = LG_DRAW_GUNS;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
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}
else
{
SayNo();
}
return;
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}
// HK
if (objectNumber == ID_HK_ITEM)
{
if (canUseWeapons)
{
Lara.requestGunType = WEAPON_HK;
if (!Lara.gunStatus && Lara.gunType == WEAPON_HK)
Lara.gunStatus = LG_DRAW_GUNS;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
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}
else
{
SayNo();
}
return;
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}
// Flares
if (objectNumber == ID_FLARE_INV_ITEM)
{
if (!Lara.gunStatus)
{
if (LaraItem->currentAnimState != 80
&& LaraItem->currentAnimState != 81
&& LaraItem->currentAnimState != 84
&& LaraItem->currentAnimState != 85
&& LaraItem->currentAnimState != 86
&& LaraItem->currentAnimState != 88
&& Lara.waterStatus == LW_ABOVE_WATER)
{
if (Lara.gunType != WEAPON_FLARE)
{
TrInput = 0x80000;
LaraGun();
TrInput = 0;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
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}
}
}
else
{
SayNo();
}
return;
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}
SayNo();
return;
}
float Inventory::GetVerticalOffset()
{
return m_movement;
}
void Inventory::InitialiseTitle()
{
InventoryRing* ring = &m_rings[INV_RING_OPTIONS];
// Reset the objects in inventory
ring->numObjects = 0;
ring->movement = 0;
ring->currentObject = 0;
ring->focusState = INV_FOCUS_STATE_NONE;
for (__int32 j = 0; j < NUM_INVENTORY_OBJECTS_PER_RING; j++)
{
ring->objects[j].inventoryObject = -1;
ring->objects[j].rotation = 0;
ring->objects[j].scale = INV_OBJECT_SCALE;
}
InsertObject(INV_RING_OPTIONS, INV_OBJECT_PASSAPORT);
InsertObject(INV_RING_OPTIONS, INV_OBJECT_POLAROID);
InsertObject(INV_RING_OPTIONS, INV_OBJECT_SUNGLASSES);
InsertObject(INV_RING_OPTIONS, INV_OBJECT_HEADPHONES);
InsertObject(INV_RING_OPTIONS, INV_OBJECT_KEYS);
m_activeRing = INV_RING_OPTIONS;
m_deltaMovement = 0;
m_movement = INV_MOVE_STOPPED;
m_type = INV_TYPE_TITLE;
InventoryItemChosen = -1;
}
INVENTORY_RESULT Inventory::DoTitleInventory()
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{
InitialiseTitle();
m_rings[INV_RING_PUZZLES].draw = false;
m_rings[INV_RING_WEAPONS].draw = false;
m_rings[INV_RING_OPTIONS].draw = true;
InventoryRing* ring = &m_rings[INV_RING_OPTIONS];
m_activeRing = INV_RING_OPTIONS;
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// Fade in
g_Renderer->FadeIn();
for (__int32 i = 0; i < FADE_FRAMES_COUNT; i++)
g_Renderer->DrawInventory();
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INVENTORY_RESULT result = INVENTORY_RESULT::INVENTORY_RESULT_NONE;
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while (!ResetFlag)
{
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & 4)
{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
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// Change object right
float deltaAngle = 360.0f / ring->numObjects / 8.0f;
ring->movement = 0;
for (__int32 i = 0; i < 8; i++)
{
ring->movement += deltaAngle;
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
if (ring->currentObject == ring->numObjects - 1)
ring->currentObject = 0;
else
ring->currentObject++;
ring->movement = 0;
}
else if (DbInput & 8)
{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
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// Change object left
float deltaAngle = 360.0f / ring->numObjects / 8.0f;
ring->movement = 0;
for (__int32 i = 0; i < 8; i++)
{
ring->movement -= deltaAngle;
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
if (ring->currentObject == 0)
ring->currentObject = ring->numObjects - 1;
else
ring->currentObject--;
ring->movement = 0;
}
else if (DbInput & 0x100000)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
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if (ring->objects[ring->currentObject].inventoryObject == INV_OBJECT_PASSAPORT)
{
INVENTORY_RESULT passportResult = DoPassport();
if (passportResult == INVENTORY_RESULT::INVENTORY_RESULT_NEW_GAME ||
passportResult == INVENTORY_RESULT::INVENTORY_RESULT_EXIT_GAME ||
passportResult == INVENTORY_RESULT::INVENTORY_RESULT_LOAD_GAME)
{
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// Fade out
g_Renderer->FadeOut();
for (__int32 i = 0; i < FADE_FRAMES_COUNT; i++)
g_Renderer->DrawInventory();
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return passportResult;
}
}
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if (ring->objects[ring->currentObject].inventoryObject == INV_OBJECT_KEYS)
DoControlsSettings();
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if (ring->objects[ring->currentObject].inventoryObject == INV_OBJECT_SUNGLASSES)
DoGraphicsSettings();
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if (ring->objects[ring->currentObject].inventoryObject == INV_OBJECT_HEADPHONES)
DoSoundSettings();
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}
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
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// Fade out
g_Renderer->FadeOut();
for (__int32 i = 0; i < FADE_FRAMES_COUNT; i++)
g_Renderer->DrawInventory();
return result;
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}
InventoryObjectDefinition* Inventory::GetInventoryObject(__int32 index)
{
return &m_objectsTable[index];
}
INVENTORY_RESULT Inventory::DoPassport()
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{
InventoryRing* ring = &m_rings[m_activeRing];
ring->frameIndex = 0;
__int16 choice = 0;
vector<__int32> choices;
if (m_type == INV_TYPE_TITLE)
{
choices.push_back(INV_WHAT_PASSPORT_NEW_GAME);
choices.push_back(INV_WHAT_PASSPORT_SELECT_LEVEL);
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choices.push_back(INV_WHAT_PASSPORT_LOAD_GAME);
choices.push_back(INV_WHAT_PASSPORT_EXIT_GAME);
}
else
{
choices.push_back(INV_WHAT_PASSPORT_NEW_GAME);
choices.push_back(INV_WHAT_PASSPORT_LOAD_GAME);
if (LaraItem->hitPoints > 0 || CurrentLevel == 0)
choices.push_back(INV_WHAT_PASSPORT_SAVE_GAME);
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choices.push_back(INV_WHAT_PASSPORT_EXIT_TO_TITLE);
}
ring->passportAction = choices[0];
PopupObject();
// Open the passport
for (__int32 i = 0; i < 14; i++)
{
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
ring->frameIndex++;
}
bool moveLeft = false;
bool moveRight = false;
bool closePassport = false;
INVENTORY_RESULT result = INVENTORY_RESULT::INVENTORY_RESULT_NONE;
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// Do the passport
while (true)
{
// Handle input
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & 0x200000 || closePassport)
{
moveLeft = false;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & 4 || moveLeft)
{
moveLeft = false;
moveRight = false;
closePassport = false;
if (choice > 0)
{
ring->frameIndex = 19;
for (__int32 i = 0; i < 5; i++)
{
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
ring->frameIndex--;
}
choice--;
}
}
else if (DbInput & 8 || moveRight)
{
moveLeft = false;
moveRight = false;
closePassport = false;
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if (choice < choices.size() - 1)
{
ring->frameIndex = 14;
for (__int32 i = 0; i < 5; i++)
{
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
ring->frameIndex++;
}
choice++;
}
}
if (choices[choice] == INV_WHAT_PASSPORT_LOAD_GAME)
{
// Load game
__int32 selectedSavegame = 0;
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & 0x200000)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
2018-08-19 09:46:58 +02:00
break;
}
else if (DbInput & 1 && selectedSavegame > 0)
{
selectedSavegame--;
continue;
}
else if (DbInput & 2 && selectedSavegame < MAX_SAVEGAMES - 1)
{
selectedSavegame++;
continue;
}
else if (DbInput & 4)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & 8)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & 0x100000)
{
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//ReadSavegame(selectedSavegame);
g_GameFlow->SelectedSaveGame = selectedSavegame;
result = INVENTORY_RESULT::INVENTORY_RESULT_LOAD_GAME;
moveLeft = false;
moveRight = false;
closePassport = true;
break;
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}
ring->selectedIndex = selectedSavegame;
ring->passportAction = INV_WHAT_PASSPORT_LOAD_GAME;
LoadSavegameInfos();
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
}
else if (choices[choice] == INV_WHAT_PASSPORT_SAVE_GAME)
{
// Save game
__int32 selectedSavegame = 0;
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & 0x200000)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
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break;
}
else if (DbInput & 1 && selectedSavegame > 0)
{
selectedSavegame--;
continue;
}
else if (DbInput & 2 && selectedSavegame < MAX_SAVEGAMES - 1)
{
selectedSavegame++;
continue;
}
else if (DbInput & 4)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & 8)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & 0x100000)
{
2018-10-09 00:02:14 +02:00
// Use the new savegame system
char fileName[255];
ZeroMemory(fileName, 255);
sprintf(fileName, "savegame.%d", selectedSavegame);
SaveGame::Save(fileName);
moveLeft = false;
moveRight = false;
closePassport = true;
break;
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}
ring->selectedIndex = selectedSavegame;
ring->passportAction = INV_WHAT_PASSPORT_SAVE_GAME;
LoadSavegameInfos();
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
}
else if (choices[choice] == INV_WHAT_PASSPORT_SELECT_LEVEL)
{
// Save game
__int32 selectedLevel = 0;
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & 0x200000)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
break;
}
else if (DbInput & 1 && selectedLevel > 0)
{
selectedLevel--;
continue;
}
else if (DbInput & 2 && selectedLevel < g_GameFlow->GetNumLevels() - 1)
{
selectedLevel++;
continue;
}
else if (DbInput & 4)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & 8)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & 0x100000)
{
result = INVENTORY_RESULT::INVENTORY_RESULT_NEW_GAME;
g_GameFlow->SelectedLevelForNewGame = selectedLevel + 1;
moveLeft = false;
moveRight = false;
closePassport = true;
break;
}
ring->selectedIndex = selectedLevel;
ring->passportAction = INV_WHAT_PASSPORT_SELECT_LEVEL;
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
}
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else if (choices[choice] == INV_WHAT_PASSPORT_NEW_GAME)
{
// New game
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & 0x200000)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
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break;
}
else if (DbInput & 4)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & 8)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & 0x100000)
{
result = INVENTORY_RESULT::INVENTORY_RESULT_NEW_GAME;
moveLeft = false;
moveRight = false;
closePassport = true;
break;
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}
ring->passportAction = INV_WHAT_PASSPORT_NEW_GAME;
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
}
else if (choices[choice] == INV_WHAT_PASSPORT_EXIT_GAME)
{
// Exit game
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & 0x200000)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
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break;
}
else if (DbInput & 4)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & 8)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & 0x100000)
{
result = INVENTORY_RESULT::INVENTORY_RESULT_EXIT_GAME;
moveLeft = false;
moveRight = false;
closePassport = true;
break;
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}
ring->passportAction = INV_WHAT_PASSPORT_EXIT_GAME;
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
}
else if (choices[choice] == INV_WHAT_PASSPORT_EXIT_TO_TITLE)
{
// Exit game
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & 0x200000)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
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break;
}
else if (DbInput & 4)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & 8)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & 0x100000)
{
result = INVENTORY_RESULT::INVENTORY_RESULT_EXIT_TO_TILE;
moveLeft = false;
moveRight = false;
closePassport = true;
break;
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}
ring->passportAction = INV_WHAT_PASSPORT_EXIT_TO_TITLE;
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
}
else
{
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
}
// Close the passport
ring->frameIndex = 24;
for (__int32 i = 24; i < 30; i++)
{
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
ring->frameIndex++;
}
ring->frameIndex = 0;
PopoverObject();
return result;
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}
__int32 Inventory::PopupObject()
{
InventoryRing* ring = &m_rings[m_activeRing];
__int32 steps = 8;
__int32 deltaAngle = (0 - ring->objects[ring->currentObject].rotation) / steps;
float deltaScale = INV_OBJECT_SCALE / (float)steps;
ring->focusState = INV_FOCUS_STATE_POPUP;
for (__int32 i = 0; i < steps; i++)
{
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
ring->objects[ring->currentObject].rotation += deltaAngle;
ring->objects[ring->currentObject].scale += deltaScale;
}
ring->focusState = INV_FOCUS_STATE_FOCUSED;
return 0;
}
__int32 Inventory::PopoverObject()
{
InventoryRing* ring = &m_rings[m_activeRing];
__int32 steps = 8;
__int32 deltaAngle = (0 - ring->objects[ring->currentObject].rotation) / steps;
float deltaScale = INV_OBJECT_SCALE / (float)steps;
ring->focusState = INV_FOCUS_STATE_POPOVER;
for (__int32 i = 0; i < steps; i++)
{
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
ring->objects[ring->currentObject].rotation -= deltaAngle;
ring->objects[ring->currentObject].scale -= deltaScale;
}
ring->focusState = INV_FOCUS_STATE_NONE;
return 0;
}
__int32 Inventory::GetType()
{
return m_type;
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}
void Inventory::DoControlsSettings()
{
}
void Inventory::DoGraphicsSettings()
{
}
void Inventory::DoSoundSettings()
{
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}