Rename newinv2 to gui

This commit is contained in:
Lwmte 2021-11-16 15:51:50 +03:00
parent f3dbfd0294
commit 2623607b70
24 changed files with 197 additions and 197 deletions

View file

@ -40,7 +40,7 @@
#include "Renderer11.h"
#include "camera.h"
#include "items.h"
#include "newinv2.h"
#include "gui.h"
#include "Objects/Generic/Object/rope.h"

View file

@ -9,7 +9,7 @@
#include "effects/hair.h"
#include "items.h"
#include "flipeffect.h"
#include "newinv2.h"
#include "gui.h"
#include "control/lot.h"
#include "health.h"
#include "savegame.h"
@ -138,48 +138,48 @@ GAME_STATUS ControlPhase(int numFrames, int demoMode)
if (CurrentLevel != 0 && !g_Renderer.isFading())
{
if (TrInput & IN_SAVE && LaraItem->hitPoints > 0 && g_Inventory.GetInventoryMode() != InventoryMode::Save)
if (TrInput & IN_SAVE && LaraItem->hitPoints > 0 && g_Gui.GetInventoryMode() != InventoryMode::Save)
{
StopAllSounds();
g_Inventory.SetInventoryMode(InventoryMode::Save);
g_Gui.SetInventoryMode(InventoryMode::Save);
if (g_Inventory.CallInventory(0))
if (g_Gui.CallInventory(false))
return GAME_STATUS::GAME_STATUS_LOAD_GAME;
}
else if (TrInput & IN_LOAD && g_Inventory.GetInventoryMode() != InventoryMode::Load)
else if (TrInput & IN_LOAD && g_Gui.GetInventoryMode() != InventoryMode::Load)
{
StopAllSounds();
g_Inventory.SetInventoryMode(InventoryMode::Load);
g_Gui.SetInventoryMode(InventoryMode::Load);
if (g_Inventory.CallInventory(0))
if (g_Gui.CallInventory(false))
return GAME_STATUS::GAME_STATUS_LOAD_GAME;
}
else if (TrInput & IN_PAUSE && g_Inventory.GetInventoryMode() != InventoryMode::Pause && LaraItem->hitPoints > 0)
else if (TrInput & IN_PAUSE && g_Gui.GetInventoryMode() != InventoryMode::Pause && LaraItem->hitPoints > 0)
{
StopAllSounds();
g_Renderer.DumpGameScene();
g_Inventory.SetInventoryMode(InventoryMode::Pause);
g_Inventory.SetMenuToDisplay(Menu::Pause);
g_Inventory.SetSelectedOption(0);
g_Gui.SetInventoryMode(InventoryMode::Pause);
g_Gui.SetMenuToDisplay(Menu::Pause);
g_Gui.SetSelectedOption(0);
}
else if ((DbInput & IN_DESELECT || g_Inventory.GetEnterInventory() != NO_ITEM) && LaraItem->hitPoints > 0)
else if ((DbInput & IN_DESELECT || g_Gui.GetEnterInventory() != NO_ITEM) && LaraItem->hitPoints > 0)
{
// Stop all sounds
StopAllSounds();
if (g_Inventory.CallInventory(1))
if (g_Gui.CallInventory(true))
return GAME_STATUS::GAME_STATUS_LOAD_GAME;
}
}
while (g_Inventory.GetInventoryMode() == InventoryMode::Pause)
while (g_Gui.GetInventoryMode() == InventoryMode::Pause)
{
g_Inventory.DrawInventory();
g_Gui.DrawInventory();
g_Renderer.SyncRenderer();
if (g_Inventory.DoPauseMenu() == InventoryResult::ExitToTitle)
if (g_Gui.DoPauseMenu() == InventoryResult::ExitToTitle)
return GAME_STATUS::GAME_STATUS_EXIT_TO_TITLE;
}
@ -334,10 +334,10 @@ GAME_STATUS ControlPhase(int numFrames, int demoMode)
g_Renderer.updateLaraAnimations(true);
if (g_Inventory.GetInventoryItemChosen() != NO_ITEM)
if (g_Gui.GetInventoryItemChosen() != NO_ITEM)
{
SayNo();
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
}
// Update Lara's ponytails
@ -501,8 +501,8 @@ GAME_STATUS DoTitle(int index)
PlaySoundTrack(83);
// Initialize menu
g_Inventory.SetMenuToDisplay(Menu::Title);
g_Inventory.SetSelectedOption(0);
g_Gui.SetMenuToDisplay(Menu::Title);
g_Gui.SetSelectedOption(0);
// Initialise ponytails
InitialiseHair();
@ -524,7 +524,7 @@ GAME_STATUS DoTitle(int index)
S_UpdateInput();
SetDebounce = false;
status = g_Inventory.TitleOptions();
status = g_Gui.TitleOptions();
if (status != InventoryResult::None)
break;
@ -537,7 +537,7 @@ GAME_STATUS DoTitle(int index)
inventoryResult = status;
}
else
inventoryResult = g_Inventory.TitleOptions();
inventoryResult = g_Gui.TitleOptions();
StopSoundTracks();
@ -629,8 +629,8 @@ GAME_STATUS DoLevel(int index, std::string ambient, bool loadFromSavegame)
Statistics.Level.Timer = 0;
}
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Inventory.SetEnterInventory(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetEnterInventory(NO_ITEM);
// Initialise flyby cameras
InitSpotCamSequences();

View file

@ -1,5 +1,5 @@
#include "framework.h"
#include "newinv2.h"
#include "gui.h"
#include "animation.h"
#include "control/control.h"
#include "lara_fire.h"
@ -20,7 +20,7 @@
#include "items.h"
using namespace TEN::Renderer;
InventoryClass g_Inventory;
GuiController g_Gui;
const char* optmessages[] =
{
@ -394,77 +394,77 @@ InventoryObject inventry_objects_list[INVENTORY_TABLE_SIZE] =
{ID_EXAMINE8_COMBO2, 14, 0.5f, 0, 0, 0, OPT_USE | OPT_COMBINABLE, STRING_LOAD_GAME, NO_MESH_BITS, INV_ROT_Y},
};
TitleSettings InventoryClass::GetCurrentSettings()
TitleSettings GuiController::GetCurrentSettings()
{
return CurrentSettings;
}
InventoryRing* InventoryClass::GetRings(char num)
InventoryRing* GuiController::GetRings(char num)
{
return rings[num];
}
short InventoryClass::GetSelectedOption()
short GuiController::GetSelectedOption()
{
return selected_option;
}
Menu InventoryClass::GetMenuToDisplay()
Menu GuiController::GetMenuToDisplay()
{
return menu_to_display;
}
void InventoryClass::SetSelectedOption(short menu)
void GuiController::SetSelectedOption(short menu)
{
selected_option = menu;
}
void InventoryClass::SetMenuToDisplay(Menu menu)
void GuiController::SetMenuToDisplay(Menu menu)
{
menu_to_display = menu;
}
InventoryMode InventoryClass::GetInventoryMode()
InventoryMode GuiController::GetInventoryMode()
{
return invMode;
}
void InventoryClass::SetInventoryMode(InventoryMode mode)
void GuiController::SetInventoryMode(InventoryMode mode)
{
invMode = mode;
}
void InventoryClass::SetInventoryItemChosen(int num)
void GuiController::SetInventoryItemChosen(int num)
{
inventoryItemChosen = num;
}
int InventoryClass::GetInventoryItemChosen()
int GuiController::GetInventoryItemChosen()
{
return inventoryItemChosen;
}
void InventoryClass::SetEnterInventory(int num)
void GuiController::SetEnterInventory(int num)
{
enterInventory = num;
}
int InventoryClass::GetEnterInventory()
int GuiController::GetEnterInventory()
{
return enterInventory;
}
int InventoryClass::GetLastInventoryItem()
int GuiController::GetLastInventoryItem()
{
return lastInvItem;
}
void InventoryClass::DrawInventory()
void GuiController::DrawInventory()
{
g_Renderer.renderInventory();
}
void InventoryClass::ClearInputVariables(bool flag)
void GuiController::ClearInputVariables(bool flag)
{
goUp = goDown = goRight = goLeft = goSelect = goDeselect = 0;
if (flag)
@ -476,7 +476,7 @@ void InventoryClass::ClearInputVariables(bool flag)
}
}
void InventoryClass::DoDebouncedInput()
void GuiController::DoDebouncedInput()
{
ClearInputVariables(1);
@ -580,7 +580,7 @@ void InventoryClass::DoDebouncedInput()
}
}
InventoryResult InventoryClass::TitleOptions()
InventoryResult GuiController::TitleOptions()
{
auto ret = InventoryResult::None;
static short selected_option_bak;
@ -738,7 +738,7 @@ InventoryResult InventoryClass::TitleOptions()
return ret;
}
void InventoryClass::FillDisplayOptions()
void GuiController::FillDisplayOptions()
{
// Copy configuration to a temporary object
memcpy(&CurrentSettings.conf, &g_Configuration, sizeof(GameConfiguration));
@ -759,7 +759,7 @@ void InventoryClass::FillDisplayOptions()
}
}
void InventoryClass::HandleDisplaySettingsInput(bool pause)
void GuiController::HandleDisplaySettingsInput(bool pause)
{
vector<RendererVideoAdapter>* adapters = g_Renderer.getAdapters();
RendererVideoAdapter* adapter = &(*adapters)[CurrentSettings.conf.Adapter];
@ -892,7 +892,7 @@ void InventoryClass::HandleDisplaySettingsInput(bool pause)
}
}
void InventoryClass::HandleControlSettingsInput(bool pause)
void GuiController::HandleControlSettingsInput(bool pause)
{
CurrentSettings.waitingForkey = 0;
@ -1028,12 +1028,12 @@ void InventoryClass::HandleControlSettingsInput(bool pause)
}
}
void InventoryClass::FillSound()
void GuiController::FillSound()
{
memcpy(&CurrentSettings.conf, &g_Configuration, sizeof(GameConfiguration));
}
void InventoryClass::HandleSoundSettingsInput(bool pause)
void GuiController::HandleSoundSettingsInput(bool pause)
{
SetDebounce = true;
S_UpdateInput();
@ -1184,7 +1184,7 @@ void InventoryClass::HandleSoundSettingsInput(bool pause)
}
}
InventoryResult InventoryClass::DoPauseMenu()
InventoryResult GuiController::DoPauseMenu()
{
//basically mini title
@ -1313,7 +1313,7 @@ InventoryResult InventoryClass::DoPauseMenu()
/*inventory*/
bool InventoryClass::DoObjectsCombine(int obj1, int obj2)
bool GuiController::DoObjectsCombine(int obj1, int obj2)
{
for (int n = 0; n < max_combines; n++)
{
@ -1329,7 +1329,7 @@ bool InventoryClass::DoObjectsCombine(int obj1, int obj2)
return 0;
}
bool InventoryClass::IsItemCurrentlyCombinable(short obj)
bool GuiController::IsItemCurrentlyCombinable(short obj)
{
if (obj < INV_OBJECT_SMOL_WATERSKIN || obj > INV_OBJECT_BIG_WATERSKIN5L)//trash
{
@ -1364,7 +1364,7 @@ bool InventoryClass::IsItemCurrentlyCombinable(short obj)
return 0;
}
bool InventoryClass::IsItemInInventory(short obj)
bool GuiController::IsItemInInventory(short obj)
{
for (int i = 0; i < INVENTORY_TABLE_SIZE; i++)
if (rings[(int)RingTypes::Inventory]->current_object_list[i].invitem == obj)
@ -1373,7 +1373,7 @@ bool InventoryClass::IsItemInInventory(short obj)
return 0;
}
void InventoryClass::CombineObjects(short obj1, short obj2)
void GuiController::CombineObjects(short obj1, short obj2)
{
int n;
@ -1394,7 +1394,7 @@ void InventoryClass::CombineObjects(short obj1, short obj2)
HandleObjectChangeover((int)RingTypes::Inventory);
}
void InventoryClass::SeparateObject(short obj)
void GuiController::SeparateObject(short obj)
{
int n;
@ -1407,21 +1407,21 @@ void InventoryClass::SeparateObject(short obj)
SetupObjectListStartPosition(combine_table[n].item1);
}
void InventoryClass::SetupObjectListStartPosition(short newobj)
void GuiController::SetupObjectListStartPosition(short newobj)
{
for (int i = 0; i < INVENTORY_TABLE_SIZE; i++)
if (rings[(int)RingTypes::Inventory]->current_object_list[i].invitem == newobj)
rings[(int)RingTypes::Inventory]->curobjinlist = i;
}
void InventoryClass::HandleObjectChangeover(int ringnum)
void GuiController::HandleObjectChangeover(int ringnum)
{
current_selected_option = 0;
menu_active = 1;
SetupAmmoSelector();
}
void InventoryClass::SetupAmmoSelector()
void GuiController::SetupAmmoSelector()
{
int num;
unsigned __int64 opts;
@ -1549,7 +1549,7 @@ void InventoryClass::SetupAmmoSelector()
}
}
void InventoryClass::InsertObjectIntoList(int num)
void GuiController::InsertObjectIntoList(int num)
{
rings[(int)RingTypes::Inventory]->current_object_list[rings[(int)RingTypes::Inventory]->numobjectsinlist].invitem = num;
rings[(int)RingTypes::Inventory]->current_object_list[rings[(int)RingTypes::Inventory]->numobjectsinlist].xrot = 0;
@ -1559,7 +1559,7 @@ void InventoryClass::InsertObjectIntoList(int num)
rings[(int)RingTypes::Inventory]->numobjectsinlist++;
}
void InventoryClass::InsertObjectIntoList_v2(int num)
void GuiController::InsertObjectIntoList_v2(int num)
{
unsigned __int64 opts = inventry_objects_list[num].opts;
@ -1576,7 +1576,7 @@ void InventoryClass::InsertObjectIntoList_v2(int num)
}
}
void InventoryClass::ConstructObjectList()
void GuiController::ConstructObjectList()
{
rings[(int)RingTypes::Inventory]->numobjectsinlist = 0;
@ -1788,7 +1788,7 @@ void InventoryClass::ConstructObjectList()
ammo_active = 0;
}
void InventoryClass::ConstructCombineObjectList()
void GuiController::ConstructCombineObjectList()
{
rings[(int)RingTypes::Ammo]->numobjectsinlist = 0;
@ -1859,7 +1859,7 @@ void InventoryClass::ConstructCombineObjectList()
rings[(int)RingTypes::Ammo]->ringactive = 0;
}
void InventoryClass::InitializeInventory()
void GuiController::InitializeInventory()
{
compassNeedleAngle = 4096;
AlterFOV(14560);
@ -1948,19 +1948,19 @@ void InventoryClass::InitializeInventory()
HandleObjectChangeover((int)RingTypes::Inventory);
}
int InventoryClass::IsObjectInInventory(short object_number)
int GuiController::IsObjectInInventory(short object_number)
{
return GetInventoryCount(from_underlying(object_number));
}
void InventoryClass::SetupObjectListStartPosition2(short newobj)
void GuiController::SetupObjectListStartPosition2(short newobj)
{
for (int i = 0; i < INVENTORY_TABLE_SIZE; i++)
if (inventry_objects_list[rings[(int)RingTypes::Inventory]->current_object_list[i].invitem].object_number == newobj)
rings[(int)RingTypes::Inventory]->curobjinlist = i;
}
int InventoryClass::ConvertObjectToInventoryItem(short obj)
int GuiController::ConvertObjectToInventoryItem(short obj)
{
for (int i = 0; i < INVENTORY_TABLE_SIZE; i++)
{
@ -1971,12 +1971,12 @@ int InventoryClass::ConvertObjectToInventoryItem(short obj)
return -1;
}
int InventoryClass::ConvertInventoryItemToObject(int obj)
int GuiController::ConvertInventoryItemToObject(int obj)
{
return inventry_objects_list[obj].object_number;
}
void InventoryClass::FadeAmmoSelector()
void GuiController::FadeAmmoSelector()
{
if (rings[(int)RingTypes::Inventory]->ringactive && (rptLeft >= 8 || rptRight >= 8))
ammo_selector_fade_val = 0;
@ -2004,7 +2004,7 @@ void InventoryClass::FadeAmmoSelector()
}
}
void InventoryClass::UseCurrentItem()
void GuiController::UseCurrentItem()
{
short invobject, gmeobject;
long OldBinocular;
@ -2263,7 +2263,7 @@ void InventoryClass::UseCurrentItem()
}
}
void InventoryClass::HandleInventoryMenu()
void GuiController::HandleInventoryMenu()
{
int n;
unsigned __int64 opts;
@ -2603,7 +2603,7 @@ void InventoryClass::HandleInventoryMenu()
}
//this function is to UPDATE THE SELECTED AMMO OF WEPS THAT REQUIRE DOING SO, and only these..
void InventoryClass::UpdateWeaponStatus()
void GuiController::UpdateWeaponStatus()
{
if (Lara.Weapons[WEAPON_SHOTGUN].Present)
{
@ -2634,7 +2634,7 @@ void InventoryClass::UpdateWeaponStatus()
}
}
void InventoryClass::SpinBack(unsigned short* angle)
void GuiController::SpinBack(unsigned short* angle)
{
unsigned short val;
unsigned short val2;
@ -2676,7 +2676,7 @@ void InventoryClass::SpinBack(unsigned short* angle)
}
}
void InventoryClass::DrawAmmoSelector()
void GuiController::DrawAmmoSelector()
{
int n;
int xpos;
@ -2751,7 +2751,7 @@ void InventoryClass::DrawAmmoSelector()
}
}
void InventoryClass::DrawCurrentObjectList(int ringnum)
void GuiController::DrawCurrentObjectList(int ringnum)
{
int n;
int maxobj;
@ -3172,7 +3172,7 @@ void InventoryClass::DrawCurrentObjectList(int ringnum)
}
}
int InventoryClass::CallInventory(bool reset_mode)
int GuiController::CallInventory(bool reset_mode)
{
int return_value;
@ -3264,7 +3264,7 @@ int InventoryClass::CallInventory(bool reset_mode)
return return_value;
}
void InventoryClass::DoStatisticsMode()
void GuiController::DoStatisticsMode()
{
invMode = InventoryMode::Statistics;
@ -3276,7 +3276,7 @@ void InventoryClass::DoStatisticsMode()
}
}
void InventoryClass::DoExamineMode()
void GuiController::DoExamineMode()
{
invMode = InventoryMode::Examine;
@ -3288,7 +3288,7 @@ void InventoryClass::DoExamineMode()
}
}
void InventoryClass::DrawCompass()
void GuiController::DrawCompass()
{
return;
g_Renderer.drawObjectOn2DPosition(130, 480, ID_COMPASS_ITEM, ANGLE(90), 0, ANGLE(180), inventry_objects_list[INV_OBJECT_COMPASS].scale1);
@ -3297,7 +3297,7 @@ void InventoryClass::DrawCompass()
Matrix::CreateRotationY(compass_angle);
}
void InventoryClass::DoDiary()
void GuiController::DoDiary()
{
invMode = InventoryMode::Diary;
@ -3321,12 +3321,12 @@ void InventoryClass::DoDiary()
}
}
short InventoryClass::GetLoadSaveSelection()
short GuiController::GetLoadSaveSelection()
{
return selected_slot;
}
int InventoryClass::DoLoad()
int GuiController::DoLoad()
{
invMode = InventoryMode::Load;
@ -3373,7 +3373,7 @@ int InventoryClass::DoLoad()
return 0;
}
void InventoryClass::DoSave()
void GuiController::DoSave()
{
invMode = InventoryMode::Save;
@ -3866,7 +3866,7 @@ void combine_ClockWorkBeetle(int flag)
Lara.hasBeetleThings |= 1;//get beetle
}
bool InventoryClass::PerformWaterskinCombine(int flag)
bool GuiController::PerformWaterskinCombine(int flag)
{
short small_liters, big_liters, small_capacity, big_capacity;
int i;

View file

@ -395,7 +395,7 @@ struct InventoryObject
short rot_flags;
};
class InventoryClass
class GuiController
{
public:
int CallInventory(bool reset_mode);
@ -607,6 +607,6 @@ void combine_Examine7(int flag);
void combine_Examine8(int flag);
void combine_ClockWorkBeetle(int flag);
extern InventoryClass g_Inventory;
extern GuiController g_Gui;
extern InventoryObject inventry_objects_list[];
extern const char* controlmsgs[];

View file

@ -3,7 +3,7 @@
#include "Specific/phd_global.h"
#include "lara.h"
#include "animation.h"
#include "newinv2.h"
#include "gui.h"
#include "room.h"
#include "effects/debris.h"
#include "health.h"
@ -340,7 +340,7 @@ void PickupCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
if (!(TrInput & IN_ACTION) &&
(g_Inventory.GetInventoryItemChosen() == NO_ITEM || triggerFlags != 2)
(g_Gui.GetInventoryItemChosen() == NO_ITEM || triggerFlags != 2)
|| BinocularRange
|| (l->currentAnimState != LS_STOP || l->animNumber != LA_STAND_IDLE || Lara.gunStatus)
&& (l->currentAnimState != LS_CROUCH_IDLE || l->animNumber != LA_CROUCH_IDLE || Lara.gunStatus)
@ -435,10 +435,10 @@ void PickupCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
if (!Lara.isMoving)
{
if (g_Inventory.GetInventoryItemChosen() == NO_ITEM)
if (g_Gui.GetInventoryItemChosen() == NO_ITEM)
{
if (g_Inventory.IsObjectInInventory(ID_CROWBAR_ITEM))
g_Inventory.SetEnterInventory(ID_CROWBAR_ITEM);
if (g_Gui.IsObjectInInventory(ID_CROWBAR_ITEM))
g_Gui.SetEnterInventory(ID_CROWBAR_ITEM);
item->pos.xRot = oldXrot;
item->pos.yRot = oldYrot;
@ -446,7 +446,7 @@ void PickupCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
return;
}
if (g_Inventory.GetInventoryItemChosen() != ID_CROWBAR_ITEM)
if (g_Gui.GetInventoryItemChosen() != ID_CROWBAR_ITEM)
{
item->pos.xRot = oldXrot;
item->pos.yRot = oldYrot;
@ -454,7 +454,7 @@ void PickupCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
return;
}
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
}
if (MoveLaraPosition(&CrowbarPickUpPosition, item, l))
{
@ -1040,7 +1040,7 @@ void SearchObjectControl(short itemNumber)
int UseSpecialItem(ITEM_INFO* item)
{
int flag = 0;
int use = g_Inventory.GetInventoryItemChosen();
int use = g_Gui.GetInventoryItemChosen();
if (item->animNumber == LA_STAND_IDLE && Lara.gunStatus == LG_NO_ARMS && use != NO_ITEM)
{
@ -1098,7 +1098,7 @@ int UseSpecialItem(ITEM_INFO* item)
item->currentAnimState = LS_MISC_CONTROL;
Lara.gunStatus = LG_HANDS_BUSY;
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
return 1;
}

View file

@ -4,7 +4,7 @@
#include "level.h"
#include "setup.h"
#include "lara.h"
#include "newinv2.h"
#include "gui.h"
#include "pickup.h"
#include "animation.h"
#include "control/control.h"
@ -51,7 +51,7 @@ void PuzzleHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
else
flag = PUZZLETYPE_SPECIFIC;
if (((TrInput & IN_ACTION || g_Inventory.GetInventoryItemChosen() != NO_ITEM)
if (((TrInput & IN_ACTION || g_Gui.GetInventoryItemChosen() != NO_ITEM)
&& !BinocularRange
&& !Lara.gunStatus
&& l->currentAnimState == LS_STOP
@ -77,16 +77,16 @@ void PuzzleHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
if (!Lara.isMoving)
{
if (g_Inventory.GetInventoryItemChosen() == NO_ITEM)
if (g_Gui.GetInventoryItemChosen() == NO_ITEM)
{
if (g_Inventory.IsObjectInInventory(item->objectNumber - (ID_PUZZLE_HOLE1 - ID_PUZZLE_ITEM1)))
g_Inventory.SetEnterInventory(item->objectNumber - (ID_PUZZLE_HOLE1 - ID_PUZZLE_ITEM1));
if (g_Gui.IsObjectInInventory(item->objectNumber - (ID_PUZZLE_HOLE1 - ID_PUZZLE_ITEM1)))
g_Gui.SetEnterInventory(item->objectNumber - (ID_PUZZLE_HOLE1 - ID_PUZZLE_ITEM1));
item->pos.yRot = oldYrot;
return;
}
if (g_Inventory.GetInventoryItemChosen() != item->objectNumber - (ID_PUZZLE_HOLE1 - ID_PUZZLE_ITEM1))
if (g_Gui.GetInventoryItemChosen() != item->objectNumber - (ID_PUZZLE_HOLE1 - ID_PUZZLE_ITEM1))
{
item->pos.yRot = oldYrot;
return;
@ -100,7 +100,7 @@ void PuzzleHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
if (!MoveLaraPosition(&pos, item, l))
{
Lara.interactedItem = itemNum;
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
item->pos.yRot = oldYrot;
return;
}
@ -131,7 +131,7 @@ void PuzzleHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
Lara.gunStatus = LG_HANDS_BUSY;
item->flags |= 0x20;
Lara.interactedItem = itemNum;
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
item->pos.yRot = oldYrot;
return;
}
@ -245,7 +245,7 @@ void KeyHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
if (!((TrInput & IN_ACTION || g_Inventory.GetInventoryItemChosen() != NO_ITEM)
if (!((TrInput & IN_ACTION || g_Gui.GetInventoryItemChosen() != NO_ITEM)
&& !BinocularRange
&& !Lara.gunStatus
&& l->currentAnimState == LS_STOP
@ -264,15 +264,15 @@ void KeyHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
if (item->status != ITEM_NOT_ACTIVE)
return;
if (g_Inventory.GetInventoryItemChosen() == NO_ITEM)
if (g_Gui.GetInventoryItemChosen() == NO_ITEM)
{
if (g_Inventory.IsObjectInInventory(item->objectNumber - (ID_KEY_HOLE1 - ID_KEY_ITEM1)))
g_Inventory.SetEnterInventory(item->objectNumber - (ID_KEY_HOLE1 - ID_KEY_ITEM1));
if (g_Gui.IsObjectInInventory(item->objectNumber - (ID_KEY_HOLE1 - ID_KEY_ITEM1)))
g_Gui.SetEnterInventory(item->objectNumber - (ID_KEY_HOLE1 - ID_KEY_ITEM1));
return;
}
if (g_Inventory.GetInventoryItemChosen() != item->objectNumber - (ID_KEY_HOLE1 - ID_KEY_ITEM1))
if (g_Gui.GetInventoryItemChosen() != item->objectNumber - (ID_KEY_HOLE1 - ID_KEY_ITEM1))
return;
}
@ -299,7 +299,7 @@ void KeyHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
if (item->triggerFlags == 1 && item->objectNumber == ID_KEY_HOLE8)
{
item->itemFlags[3] = 92;
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
return;
}
}
@ -308,7 +308,7 @@ void KeyHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
Lara.interactedItem = itemNum;
}
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
return;
}

View file

@ -5,7 +5,7 @@
#include "control/box.h"
#include "items.h"
#include "control/lot.h"
#include "newinv2.h"
#include "gui.h"
#include "input.h"
#include "pickup.h"
#include "sound.h"

View file

@ -5,7 +5,7 @@
#include "control/box.h"
#include "items.h"
#include "control/lot.h"
#include "newinv2.h"
#include "gui.h"
#include "input.h"
#include "pickup.h"
#include "sound.h"
@ -166,7 +166,7 @@ namespace TEN::Entities::Doors
if (item->triggerFlags == 2
&& item->status == ITEM_NOT_ACTIVE && !item->gravityStatus // CHECK
&& ((TrInput & IN_ACTION || g_Inventory.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
&& ((TrInput & IN_ACTION || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
&& l->currentAnimState == LS_STOP
&& l->animNumber == LA_STAND_IDLE
&& !l->hitStatus
@ -178,11 +178,11 @@ namespace TEN::Entities::Doors
{
if (!Lara.isMoving)
{
if (g_Inventory.GetInventoryItemChosen() == NO_ITEM)
if (g_Gui.GetInventoryItemChosen() == NO_ITEM)
{
if (g_Inventory.IsObjectInInventory(ID_CROWBAR_ITEM))
if (g_Gui.IsObjectInInventory(ID_CROWBAR_ITEM))
{
g_Inventory.SetEnterInventory(ID_CROWBAR_ITEM);
g_Gui.SetEnterInventory(ID_CROWBAR_ITEM);
item->pos.yRot ^= ANGLE(180);
}
else
@ -199,14 +199,14 @@ namespace TEN::Entities::Doors
return;
}
if (g_Inventory.GetInventoryItemChosen() != ID_CROWBAR_ITEM)
if (g_Gui.GetInventoryItemChosen() != ID_CROWBAR_ITEM)
{
item->pos.yRot ^= ANGLE(180);
return;
}
}
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
if (MoveLaraPosition(&CrowbarDoorPos, item, l))
{

View file

@ -5,7 +5,7 @@
#include "control/box.h"
#include "items.h"
#include "control/lot.h"
#include "newinv2.h"
#include "gui.h"
#include "input.h"
#include "pickup.h"
#include "sound.h"

View file

@ -5,7 +5,7 @@
#include "control/box.h"
#include "items.h"
#include "control/lot.h"
#include "newinv2.h"
#include "gui.h"
#include "input.h"
#include "pickup.h"
#include "sound.h"

View file

@ -5,7 +5,7 @@
#include "control/box.h"
#include "items.h"
#include "control/lot.h"
#include "newinv2.h"
#include "gui.h"
#include "input.h"
#include "pickup.h"
#include "sound.h"

View file

@ -5,7 +5,7 @@
#include "control/box.h"
#include "items.h"
#include "control/lot.h"
#include "newinv2.h"
#include "gui.h"
#include "input.h"
#include "pickup.h"
#include "sound.h"

View file

@ -3,7 +3,7 @@
#include "input.h"
#include "lara.h"
#include "crowbar_switch.h"
#include "newinv2.h"
#include "gui.h"
#include "Sound/sound.h"
#include "pickup.h"
#include "level.h"
@ -42,7 +42,7 @@ namespace TEN::Entities::Switches
int doSwitch = 0;
ITEM_INFO* item = &g_Level.Items[itemNum];
if ((((TrInput & IN_ACTION) || g_Inventory.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
if ((((TrInput & IN_ACTION) || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
&& l->currentAnimState == LS_STOP
&& l->animNumber == LA_STAND_IDLE
&& Lara.gunStatus == LG_NO_ARMS
@ -55,7 +55,7 @@ namespace TEN::Entities::Switches
if (TestLaraPosition(&CrowbarBounds2, item, l))
{
if (Lara.isMoving || g_Inventory.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
if (Lara.isMoving || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
{
if (MoveLaraPosition(&CrowbarPos2, item, l))
{
@ -69,7 +69,7 @@ namespace TEN::Entities::Switches
Lara.interactedItem = itemNum;
}
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
}
else
{
@ -87,7 +87,7 @@ namespace TEN::Entities::Switches
{
if (TestLaraPosition(&CrowbarBounds, item, l))
{
if (Lara.isMoving || g_Inventory.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
if (Lara.isMoving || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
{
if (MoveLaraPosition(&CrowbarPos, item, l))
{
@ -101,7 +101,7 @@ namespace TEN::Entities::Switches
Lara.interactedItem = itemNum;
}
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
}
else
{
@ -121,7 +121,7 @@ namespace TEN::Entities::Switches
if (doSwitch == -1)
{
if (Lara.Crowbar)
g_Inventory.SetEnterInventory(ID_CROWBAR_ITEM);
g_Gui.SetEnterInventory(ID_CROWBAR_ITEM);
else
{
if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos)

View file

@ -3,7 +3,7 @@
#include "control/box.h"
#include "effects/effects.h"
#include "items.h"
#include "newinv2.h"
#include "gui.h"
#include "level.h"
#include "control/lot.h"
#include "effects/tomb4fx.h"
@ -138,7 +138,7 @@ namespace TEN::Entities::TR4
{
if (info.distance < SQUARE(SECTOR(9)))
{
if (!g_Inventory.IsObjectInInventory(ID_PUZZLE_ITEM5) && !item->itemFlags[0])
if (!g_Gui.IsObjectInInventory(ID_PUZZLE_ITEM5) && !item->itemFlags[0])
{
if (info.distance <= SQUARE(SECTOR(2)))
{

View file

@ -1,7 +1,7 @@
#include "framework.h"
#include "jeep.h"
#include "lara.h"
#include "newinv2.h"
#include "gui.h"
#include "effects/effects.h"
#include "collide.h"
#include "lara_one_gun.h"
@ -420,7 +420,7 @@ static int GetOnJeep(int itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
if (!(TrInput & IN_ACTION) && g_Inventory.GetInventoryItemChosen() != ID_PUZZLE_ITEM1)
if (!(TrInput & IN_ACTION) && g_Gui.GetInventoryItemChosen() != ID_PUZZLE_ITEM1)
return 0;
if (item->flags & 0x100)
@ -457,15 +457,15 @@ static int GetOnJeep(int itemNumber)
int tempAngle = LaraItem->pos.yRot - item->pos.yRot;
if (tempAngle > ANGLE(45) && tempAngle < ANGLE(135))
{
if (g_Inventory.GetInventoryItemChosen() == ID_PUZZLE_ITEM1)
if (g_Gui.GetInventoryItemChosen() == ID_PUZZLE_ITEM1)
{
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
return 1;
}
else
{
if (g_Inventory.IsObjectInInventory(ID_PUZZLE_ITEM1))
g_Inventory.SetEnterInventory(ID_PUZZLE_ITEM1);
if (g_Gui.IsObjectInInventory(ID_PUZZLE_ITEM1))
g_Gui.SetEnterInventory(ID_PUZZLE_ITEM1);
return 0;
}
@ -478,15 +478,15 @@ static int GetOnJeep(int itemNumber)
int tempAngle = LaraItem->pos.yRot - item->pos.yRot;
if (tempAngle > ANGLE(225) && tempAngle < ANGLE(315))
{
if (g_Inventory.GetInventoryItemChosen() == ID_PUZZLE_ITEM1)
if (g_Gui.GetInventoryItemChosen() == ID_PUZZLE_ITEM1)
{
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
return 1;
}
else
{
if (g_Inventory.IsObjectInInventory(ID_PUZZLE_ITEM1))
g_Inventory.SetEnterInventory(ID_PUZZLE_ITEM1);
if (g_Gui.IsObjectInInventory(ID_PUZZLE_ITEM1))
g_Gui.SetEnterInventory(ID_PUZZLE_ITEM1);
return 0;
}

View file

@ -4,7 +4,7 @@
#include "control/control.h"
#include "effects/effects.h"
#include "lara.h"
#include "newinv2.h"
#include "gui.h"
#include "collide.h"
#include "lara_flare.h"
#include "setup.h"
@ -301,7 +301,7 @@ static BOOL GetOnMotorBike(short itemNumber)
if (item->flags & ONESHOT || Lara.gunStatus != LG_NO_ARMS || LaraItem->gravityStatus)
return false;
if ((abs(item->pos.yPos - LaraItem->pos.yPos) >= STEP_SIZE || !(TrInput & IN_ACTION)) && g_Inventory.GetInventoryItemChosen() != ID_PUZZLE_ITEM1)
if ((abs(item->pos.yPos - LaraItem->pos.yPos) >= STEP_SIZE || !(TrInput & IN_ACTION)) && g_Gui.GetInventoryItemChosen() != ID_PUZZLE_ITEM1)
return false;
dx = LaraItem->pos.xPos - item->pos.xPos;
@ -369,10 +369,10 @@ void MotorbikeCollision(short itemNumber, ITEM_INFO* laraitem, COLL_INFO* coll)
short angle = phd_atan(item->pos.zPos - laraitem->pos.zPos, item->pos.xPos - laraitem->pos.xPos) - item->pos.yRot;
if (angle <= -ANGLE(45.0f) || angle >= ANGLE(135.0f))
{
if (g_Inventory.GetInventoryItemChosen() == ID_PUZZLE_ITEM1)
if (g_Gui.GetInventoryItemChosen() == ID_PUZZLE_ITEM1)
{
laraitem->animNumber = Objects[ID_MOTORBIKE_LARA_ANIMS].animIndex + BA_UNLOCK;
g_Inventory.SetInventoryItemChosen(NO_ITEM);
g_Gui.SetInventoryItemChosen(NO_ITEM);
}
else
{

View file

@ -4,7 +4,7 @@
#include "control/box.h"
#include "effects/effects.h"
#include "effects/tomb4fx.h"
#include "newinv2.h"
#include "gui.h"
#include "setup.h"
#include "level.h"
#include "lara.h"
@ -58,7 +58,7 @@ void LagoonWitchControl(short itemNumber)
}
else
{
if (g_Inventory.IsObjectInInventory(ID_PUZZLE_ITEM2))
if (g_Gui.IsObjectInInventory(ID_PUZZLE_ITEM2))
{
item->aiBits = 0;
creature->enemy = LaraItem;

View file

@ -5,7 +5,7 @@
#include "health.h"
#include "camera.h"
#include "animation.h"
#include "newinv2.h"
#include "gui.h"
#include "lara.h"
#include "gameflow.h"
#include "rope.h"
@ -60,7 +60,7 @@ namespace TEN::Renderer
x *= (ScreenWidth / 800.0f);
y *= (ScreenHeight / 600.0f);
auto index = g_Inventory.ConvertObjectToInventoryItem(objectNum);
auto index = g_Gui.ConvertObjectToInventoryItem(objectNum);
if (index != -1)
{
@ -124,7 +124,7 @@ namespace TEN::Renderer
{
InventoryObject* objme;
objme = &inventry_objects_list[g_Inventory.ConvertObjectToInventoryItem(objectNum)];
objme = &inventry_objects_list[g_Gui.ConvertObjectToInventoryItem(objectNum)];
if (!(objme->meshbits & (1 << n)))
continue;
@ -489,9 +489,9 @@ namespace TEN::Renderer
int y = 400;
short lastY;
RendererVideoAdapter* adapter = &m_adapters[g_Configuration.Adapter];
RendererDisplayMode* mode = &adapter->DisplayModes[g_Inventory.GetCurrentSettings().videoMode];
__int64 title_option = g_Inventory.GetSelectedOption();
Menu title_menu = g_Inventory.GetMenuToDisplay();
RendererDisplayMode* mode = &adapter->DisplayModes[g_Gui.GetCurrentSettings().videoMode];
__int64 title_option = g_Gui.GetSelectedOption();
Menu title_menu = g_Gui.GetMenuToDisplay();
switch (title_menu)
{
@ -620,7 +620,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_WINDOWED),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (title_option == 1 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Inventory.GetCurrentSettings().conf.Windowed ? STRING_ENABLED : STRING_DISABLED),
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.Windowed ? STRING_ENABLED : STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == 1 ? PRINTSTRING_BLINK : 0));
@ -630,7 +630,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_SHADOWS),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (title_option == 2 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Inventory.GetCurrentSettings().conf.EnableShadows ? STRING_ENABLED : STRING_DISABLED),
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableShadows ? STRING_ENABLED : STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == 2 ? PRINTSTRING_BLINK : 0));
@ -640,7 +640,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_CAUSTICS),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (title_option == 3 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Inventory.GetCurrentSettings().conf.EnableCaustics ? STRING_ENABLED : STRING_DISABLED),
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableCaustics ? STRING_ENABLED : STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == 3 ? PRINTSTRING_BLINK : 0));
@ -650,7 +650,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_VOLUMETRIC_FOG),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (title_option == 4 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Inventory.GetCurrentSettings().conf.EnableVolumetricFog ? STRING_ENABLED : STRING_DISABLED),
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableVolumetricFog ? STRING_ENABLED : STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == 4 ? PRINTSTRING_BLINK : 0));
@ -682,9 +682,9 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(controlmsgs[k]),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == k ? PRINTSTRING_BLINK : 0) |
(g_Inventory.GetCurrentSettings().waitingForkey ? PRINTSTRING_DONT_UPDATE_BLINK : 0));
(g_Gui.GetCurrentSettings().waitingForkey ? PRINTSTRING_DONT_UPDATE_BLINK : 0));
if (g_Inventory.GetCurrentSettings().waitingForkey && title_option == k)
if (g_Gui.GetCurrentSettings().waitingForkey && title_option == k)
{
drawString(400, y, g_GameFlow->GetString(STRING_WAITING_FOR_KEY),
PRINTSTRING_COLOR_YELLOW,
@ -724,7 +724,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_SPECIAL_SOUND_FX),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (title_option == 0 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Inventory.GetCurrentSettings().conf.EnableAudioSpecialEffects ? STRING_ENABLED : STRING_DISABLED),
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableAudioSpecialEffects ? STRING_ENABLED : STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == 0 ? PRINTSTRING_BLINK : 0));
@ -734,7 +734,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_MUSIC_VOLUME),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE | (title_option == 1 ? PRINTSTRING_BLINK : 0));
drawBar(g_Inventory.GetCurrentSettings().conf.MusicVolume / 100.0f, g_MusicVolumeBar,ID_SFX_BAR_TEXTURE,0,false);
drawBar(g_Gui.GetCurrentSettings().conf.MusicVolume / 100.0f, g_MusicVolumeBar,ID_SFX_BAR_TEXTURE,0,false);
y += 25;
@ -742,7 +742,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_SFX_VOLUME),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE | (title_option == 2 ? PRINTSTRING_BLINK : 0));
drawBar(g_Inventory.GetCurrentSettings().conf.SfxVolume / 100.0f, g_SFXVolumeBar, ID_SFX_BAR_TEXTURE,0,false);
drawBar(g_Gui.GetCurrentSettings().conf.SfxVolume / 100.0f, g_SFXVolumeBar, ID_SFX_BAR_TEXTURE,0,false);
y += 25;
// Apply and cancel
@ -764,9 +764,9 @@ namespace TEN::Renderer
char stringBuffer[255];
int y;
RendererVideoAdapter* adapter = &m_adapters[g_Configuration.Adapter];
RendererDisplayMode* mode = &adapter->DisplayModes[g_Inventory.GetCurrentSettings().videoMode];
Menu pause_menu = g_Inventory.GetMenuToDisplay();
__int64 pause_option = g_Inventory.GetSelectedOption();
RendererDisplayMode* mode = &adapter->DisplayModes[g_Gui.GetCurrentSettings().videoMode];
Menu pause_menu = g_Gui.GetMenuToDisplay();
__int64 pause_option = g_Gui.GetSelectedOption();
switch (pause_menu)
{
@ -847,7 +847,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_WINDOWED),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (pause_option == 1 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Inventory.GetCurrentSettings().conf.Windowed ? STRING_ENABLED : STRING_DISABLED),
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.Windowed ? STRING_ENABLED : STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == 1 ? PRINTSTRING_BLINK : 0));
@ -857,7 +857,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_SHADOWS),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (pause_option == 2 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Inventory.GetCurrentSettings().conf.EnableShadows ? STRING_ENABLED : STRING_DISABLED),
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableShadows ? STRING_ENABLED : STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == 2 ? PRINTSTRING_BLINK : 0));
@ -867,7 +867,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_CAUSTICS),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (pause_option == 3 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Inventory.GetCurrentSettings().conf.EnableCaustics ? STRING_ENABLED : STRING_DISABLED),
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableCaustics ? STRING_ENABLED : STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == 3 ? PRINTSTRING_BLINK : 0));
@ -877,7 +877,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_VOLUMETRIC_FOG),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (pause_option == 4 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Inventory.GetCurrentSettings().conf.EnableVolumetricFog ? STRING_ENABLED : STRING_DISABLED),
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableVolumetricFog ? STRING_ENABLED : STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == 4 ? PRINTSTRING_BLINK : 0));
@ -909,9 +909,9 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(controlmsgs[k]),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == k ? PRINTSTRING_BLINK : 0) |
(g_Inventory.GetCurrentSettings().waitingForkey ? PRINTSTRING_DONT_UPDATE_BLINK : 0));
(g_Gui.GetCurrentSettings().waitingForkey ? PRINTSTRING_DONT_UPDATE_BLINK : 0));
if (g_Inventory.GetCurrentSettings().waitingForkey && pause_option == k)
if (g_Gui.GetCurrentSettings().waitingForkey && pause_option == k)
{
drawString(400, y, g_GameFlow->GetString(STRING_WAITING_FOR_KEY),
PRINTSTRING_COLOR_YELLOW,
@ -952,7 +952,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_SPECIAL_SOUND_FX),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (pause_option == 0 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Inventory.GetCurrentSettings().conf.EnableAudioSpecialEffects ? STRING_ENABLED : STRING_DISABLED),
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableAudioSpecialEffects ? STRING_ENABLED : STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == 0 ? PRINTSTRING_BLINK : 0));
@ -962,7 +962,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_MUSIC_VOLUME),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE | (pause_option == 1 ? PRINTSTRING_BLINK : 0));
drawBar(g_Inventory.GetCurrentSettings().conf.MusicVolume / 100.0f, g_MusicVolumeBar, ID_SFX_BAR_TEXTURE,0,0);
drawBar(g_Gui.GetCurrentSettings().conf.MusicVolume / 100.0f, g_MusicVolumeBar, ID_SFX_BAR_TEXTURE,0,0);
y += 25;
@ -970,7 +970,7 @@ namespace TEN::Renderer
drawString(200, y, g_GameFlow->GetString(STRING_SFX_VOLUME),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE | (pause_option == 2 ? PRINTSTRING_BLINK : 0));
drawBar(g_Inventory.GetCurrentSettings().conf.SfxVolume / 100.0f, g_SFXVolumeBar, ID_SFX_BAR_TEXTURE,0,0);
drawBar(g_Gui.GetCurrentSettings().conf.SfxVolume / 100.0f, g_SFXVolumeBar, ID_SFX_BAR_TEXTURE,0,0);
y += 25;
// Apply and cancel
@ -994,16 +994,16 @@ namespace TEN::Renderer
{
if (!g_GameFlow->EnableLoadSave)
{
g_Inventory.SetInventoryMode(InventoryMode::InGame);
g_Gui.SetInventoryMode(InventoryMode::InGame);
return;
}
short selection = g_Inventory.GetLoadSaveSelection();
short selection = g_Gui.GetLoadSaveSelection();
char stringBuffer[255];
long y = 70;
LoadSavegameInfos();
if (g_Inventory.GetInventoryMode() == InventoryMode::Load)
if (g_Gui.GetInventoryMode() == InventoryMode::Load)
drawString(400, 40, "Load Game", D3DCOLOR_ARGB(255, 255, 140, 0), PRINTSTRING_CENTER | PRINTSTRING_OUTLINE);
else
drawString(400, 40, "Save Game", D3DCOLOR_ARGB(255, 255, 140, 0), PRINTSTRING_CENTER | PRINTSTRING_OUTLINE);
@ -1035,16 +1035,16 @@ namespace TEN::Renderer
void Renderer11::renderNewInventory()
{
g_Inventory.DrawCurrentObjectList((int)RingTypes::Inventory);
g_Gui.DrawCurrentObjectList((int)RingTypes::Inventory);
g_Inventory.HandleInventoryMenu();
g_Gui.HandleInventoryMenu();
if (g_Inventory.GetRings((int)RingTypes::Ammo)->ringactive)
g_Inventory.DrawCurrentObjectList((int)RingTypes::Ammo);
if (g_Gui.GetRings((int)RingTypes::Ammo)->ringactive)
g_Gui.DrawCurrentObjectList((int)RingTypes::Ammo);
g_Inventory.DrawAmmoSelector();
g_Inventory.FadeAmmoSelector();
g_Inventory.DrawCompass();
g_Gui.DrawAmmoSelector();
g_Gui.FadeAmmoSelector();
g_Gui.DrawCompass();
drawAllStrings();
}
@ -1090,7 +1090,7 @@ namespace TEN::Renderer
static short xrot = 0, yrot = 0, zrot = 0;
static float scaler = 1.2f;
float saved_scale;
short inv_item = g_Inventory.GetRings((int)RingTypes::Inventory)->current_object_list[g_Inventory.GetRings((int)RingTypes::Inventory)->curobjinlist].invitem;
short inv_item = g_Gui.GetRings((int)RingTypes::Inventory)->current_object_list[g_Gui.GetRings((int)RingTypes::Inventory)->curobjinlist].invitem;
InventoryObject* obj = &inventry_objects_list[inv_item];
if (TrInput & IN_LEFT)
@ -1119,7 +1119,7 @@ namespace TEN::Renderer
saved_scale = obj->scale1;
obj->scale1 = scaler;
drawObjectOn2DPosition(400, 300, g_Inventory.ConvertInventoryItemToObject(inv_item), xrot, yrot, zrot, obj->scale1);
drawObjectOn2DPosition(400, 300, g_Gui.ConvertInventoryItemToObject(inv_item), xrot, yrot, zrot, obj->scale1);
obj->scale1 = saved_scale;
}
@ -1127,7 +1127,7 @@ namespace TEN::Renderer
{
InventoryObject* obj = &inventry_objects_list[INV_OBJECT_OPEN_DIARY];
short currentPage = Lara.Diary.currentPage;
drawObjectOn2DPosition(400, 300, g_Inventory.ConvertInventoryItemToObject(INV_OBJECT_OPEN_DIARY), obj->xrot, obj->yrot, obj->zrot, obj->scale1);
drawObjectOn2DPosition(400, 300, g_Gui.ConvertInventoryItemToObject(INV_OBJECT_OPEN_DIARY), obj->xrot, obj->yrot, obj->zrot, obj->scale1);
for (int i = 0; i < MaxStringsPerPage; i++)
{
@ -1203,7 +1203,7 @@ namespace TEN::Renderer
if (CurrentLevel == 0)
{
Menu title_menu = g_Inventory.GetMenuToDisplay();
Menu title_menu = g_Gui.GetMenuToDisplay();
if (title_menu == Menu::Title || title_menu == Menu::Options)
drawLogo = 1;
@ -1230,7 +1230,7 @@ namespace TEN::Renderer
return;
}
InventoryMode mode = g_Inventory.GetInventoryMode();
InventoryMode mode = g_Gui.GetInventoryMode();
if (mode == InventoryMode::Load || mode == InventoryMode::Save)
{
@ -1258,7 +1258,7 @@ namespace TEN::Renderer
if (mode == InventoryMode::Pause)
{
Menu pause_menu = g_Inventory.GetMenuToDisplay();
Menu pause_menu = g_Gui.GetMenuToDisplay();
if (pause_menu == Menu::Pause || pause_menu == Menu::Options)
{

View file

@ -4,7 +4,7 @@
#include "savegame.h"
#include "GameScriptInventoryObject.h"
#include "InventorySlots.h"
#include "Game/newinv2.h"
#include "Game/gui.h"
/***
Scripts that will be run on game startup.

View file

@ -12,7 +12,7 @@
#include "effects\tomb4fx.h"
#include "effects\effects.h"
#include "pickup.h"
#include "newinv2.h"
#include "gui.h"
#include "ObjectIDs.h"
#include "GameScriptDisplayString.h"
#include "ReservedScriptNames.h"

View file

@ -2,7 +2,7 @@
#include <string>
#include "ItemEnumPair.h"
#include "GameScriptRotation.h"
#include "newinv2.h"
#include "gui.h"
static const std::unordered_map<std::string, RotationFlags> kRotAxes{
{"X", RotationFlags::INV_ROT_X},

View file

@ -1,5 +1,5 @@
#pragma once
#include "newinv2.h"
#include "gui.h"
#include "objectslist.h"
#include <utility>

View file

@ -176,7 +176,7 @@ xcopy /Y "$(ProjectDir)Shaders\HUD\*.hlsl" "$(TargetDir)\Shaders\HUD\"</Command>
<ClInclude Include="Game\memory\LinearArrayBuffer.h" />
<ClInclude Include="Game\memory\MemoryPoolAllocator.h" />
<ClInclude Include="Game\memory\Vector.h" />
<ClInclude Include="Game\newinv2.h" />
<ClInclude Include="Game\gui.h" />
<ClInclude Include="Game\particle\SimpleParticle.h" />
<ClInclude Include="Specific\phd_global.h" />
<ClInclude Include="Game\memory\qmalloc.h" />
@ -555,7 +555,7 @@ xcopy /Y "$(ProjectDir)Shaders\HUD\*.hlsl" "$(TargetDir)\Shaders\HUD\"</Command>
<ClCompile Include="Game\Lara\lara_tests.cpp" />
<ClCompile Include="Game\effects\lightning.cpp" />
<ClCompile Include="Game\misc.cpp" />
<ClCompile Include="Game\newinv2.cpp" />
<ClCompile Include="Game\gui.cpp" />
<ClCompile Include="Game\particle\SimpleParticle.cpp" />
<ClCompile Include="Game\pickup\pickup_ammo.cpp" />
<ClCompile Include="Game\pickup\pickup_consumable.cpp" />

View file

@ -26,7 +26,6 @@
<ClCompile Include="Game\Lara\lara_tests.cpp" />
<ClCompile Include="Game\effects\lightning.cpp" />
<ClCompile Include="Game\misc.cpp" />
<ClCompile Include="Game\newinv2.cpp" />
<ClCompile Include="Game\particle\SimpleParticle.cpp" />
<ClCompile Include="Game\pickup\pickup_ammo.cpp" />
<ClCompile Include="Game\pickup\pickup_consumable.cpp" />
@ -316,6 +315,7 @@
<ClCompile Include="Scripting\LuaHandler.cpp" />
<ClCompile Include="Scripting\ScriptAssert.cpp" />
<ClCompile Include="Objects\Effects\enemy_missile.cpp" />
<ClCompile Include="Game\gui.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="framework.h" />
@ -360,7 +360,6 @@
<ClInclude Include="Game\memory\LinearArrayBuffer.h" />
<ClInclude Include="Game\memory\MemoryPoolAllocator.h" />
<ClInclude Include="Game\memory\Vector.h" />
<ClInclude Include="Game\newinv2.h" />
<ClInclude Include="Game\particle\SimpleParticle.h" />
<ClInclude Include="Specific\phd_global.h" />
<ClInclude Include="Game\memory\qmalloc.h" />
@ -709,6 +708,7 @@
<ClInclude Include="Objects\TR5\Object\tr5_genslot.h" />
<ClInclude Include="Renderer\VertexBuffer\VertexBuffer.h" />
<ClInclude Include="Objects\TR5\Object\tr5_expandingplatform.h" />
<ClInclude Include="Game\gui.h" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="Resources.rc" />