TombEngine/TR5Main/Game/inventory.cpp
2020-03-21 07:29:31 +01:00

3120 lines
No EOL
79 KiB
C++

#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"
#include "..\Global\global.h"
#include "..\Specific\input.h"
#include "..\Specific\configuration.h"
#include "lara1gun.h"
#include "lara2gun.h"
Inventory* g_Inventory;
extern GameFlow* g_GameFlow;
extern LaraExtraInfo g_LaraExtra;
void CombinePuzzle(int action, short object)
{
if (action == INV_COMBINE_COMBINE)
{
g_LaraExtra.Puzzles[object - INV_OBJECT_PUZZLE1]++;
g_LaraExtra.PuzzlesCombo[object - INV_OBJECT_PUZZLE1_COMBO1]--;
g_LaraExtra.PuzzlesCombo[object - INV_OBJECT_PUZZLE1_COMBO1 + 1]--;
}
else
{
g_LaraExtra.Puzzles[object - INV_OBJECT_PUZZLE1]--;
g_LaraExtra.PuzzlesCombo[object - INV_OBJECT_PUZZLE1_COMBO1]++;
g_LaraExtra.PuzzlesCombo[object - INV_OBJECT_PUZZLE1_COMBO1 + 1]++;
}
}
void CombineKey(int action, short object)
{
if (action == INV_COMBINE_COMBINE)
{
g_LaraExtra.Keys[object - INV_OBJECT_KEY1]++;
g_LaraExtra.KeysCombo[object - INV_OBJECT_KEY1_COMBO1]--;
g_LaraExtra.KeysCombo[object - INV_OBJECT_KEY1_COMBO1 + 1]--;
}
else
{
g_LaraExtra.Keys[object - INV_OBJECT_KEY1]--;
g_LaraExtra.KeysCombo[object - INV_OBJECT_KEY1_COMBO1]++;
g_LaraExtra.KeysCombo[object - INV_OBJECT_KEY1_COMBO1 + 1]++;
}
}
void CombinePickup(int action, short object)
{
if (action == INV_COMBINE_COMBINE)
{
g_LaraExtra.Pickups[object - INV_OBJECT_PICKUP1]++;
g_LaraExtra.PickupsCombo[object - INV_OBJECT_PICKUP1_COMBO1]--;
g_LaraExtra.PickupsCombo[object - INV_OBJECT_PICKUP1_COMBO1 + 1] = false;
}
else
{
g_LaraExtra.Pickups[object - INV_OBJECT_PICKUP1]--;
g_LaraExtra.PickupsCombo[object - INV_OBJECT_PICKUP1_COMBO1]++;
g_LaraExtra.PickupsCombo[object - INV_OBJECT_PICKUP1_COMBO1 + 1]++;
}
}
void CombineExamine(int action, short object)
{
if (action == INV_COMBINE_COMBINE)
{
g_LaraExtra.Examines[object - INV_OBJECT_EXAMINE1]++;
g_LaraExtra.ExaminesCombo[object - INV_OBJECT_EXAMINE1_COMBO1]--;
g_LaraExtra.ExaminesCombo[object - INV_OBJECT_EXAMINE1_COMBO1 + 1]--;
}
else
{
g_LaraExtra.Examines[object - INV_OBJECT_EXAMINE1]--;
g_LaraExtra.ExaminesCombo[object - INV_OBJECT_EXAMINE1_COMBO1]++;
g_LaraExtra.ExaminesCombo[object - INV_OBJECT_EXAMINE1_COMBO1 + 1]++;
}
}
void CombineRevolverLasersight(int action, short object)
{
if (action == INV_COMBINE_COMBINE)
{
g_LaraExtra.Lasersight = false;
g_LaraExtra.Weapons[WEAPON_REVOLVER].HasLasersight = true;
}
else
{
g_LaraExtra.Lasersight = true;
g_LaraExtra.Weapons[WEAPON_REVOLVER].HasLasersight = false;
}
if (Lara.gunStatus && Lara.gunType == WEAPON_REVOLVER)
{
undraw_pistol_mesh_right(WEAPON_REVOLVER);
draw_pistol_meshes(WEAPON_REVOLVER);
}
}
void CombineCrossbowLasersight(int action, short object)
{
if (action == INV_COMBINE_COMBINE)
{
g_LaraExtra.Lasersight = false;
g_LaraExtra.Weapons[WEAPON_CROSSBOW].HasLasersight = true;
}
else
{
g_LaraExtra.Lasersight = true;
g_LaraExtra.Weapons[WEAPON_CROSSBOW].HasLasersight = false;
}
if (Lara.gunStatus && Lara.gunType == WEAPON_CROSSBOW)
{
undraw_shotgun_meshes(WEAPON_CROSSBOW);
draw_shotgun_meshes(WEAPON_CROSSBOW);
}
}
void Inject_Inventory()
{
}
Inventory::Inventory()
{
ZeroMemory(&m_objectsTable[0], sizeof(InventoryObjectDefinition) * INVENTORY_TABLE_SIZE);
// Create objects table
m_objectsTable[INV_OBJECT_UZIS] = InventoryObjectDefinition(ID_UZI_ITEM, STRING_UZI, -1, 0);
m_objectsTable[INV_OBJECT_PISTOLS] = InventoryObjectDefinition(ID_PISTOLS_ITEM, STRING_PISTOLS, -1, 0);
m_objectsTable[INV_OBJECT_SHOTGUN] = InventoryObjectDefinition(ID_SHOTGUN_ITEM, STRING_SHOTGUN, -1, 0);
m_objectsTable[INV_OBJECT_REVOLVER] = InventoryObjectDefinition(ID_REVOLVER_ITEM, STRING_REVOLVER, -1, 0);
m_objectsTable[INV_OBJECT_REVOLVER_LASER] = InventoryObjectDefinition(ID_REVOLVER_ITEM, STRING_REVOLVER_LASER, -1, 0);
m_objectsTable[INV_OBJECT_HK] = InventoryObjectDefinition(ID_HK_ITEM, STRING_HK, -1, 0);
m_objectsTable[INV_OBJECT_SHOTGUN_AMMO1] = InventoryObjectDefinition(ID_SHOTGUN_AMMO1_ITEM, STRING_SHOTGUN_AMMO1, -1, 0);
m_objectsTable[INV_OBJECT_SHOTGUN_AMMO2] = InventoryObjectDefinition(ID_SHOTGUN_AMMO2_ITEM, STRING_SHOTGUN_AMMO2, -1, 0);
m_objectsTable[INV_OBJECT_HK_AMMO1] = InventoryObjectDefinition(ID_HK_AMMO_ITEM, STRING_HK_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_REVOLVER_AMMO] = InventoryObjectDefinition(ID_REVOLVER_AMMO_ITEM, STRING_REVOLVER_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_UZI_AMMO] = InventoryObjectDefinition(ID_UZI_AMMO_ITEM, STRING_UZI_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_PISTOLS_AMMO] = InventoryObjectDefinition(ID_PISTOLS_AMMO_ITEM, STRING_PISTOLS_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_LASERSIGHT] = InventoryObjectDefinition(ID_LASERSIGHT_ITEM, STRING_LASERSIGHT, -1, 0);
m_objectsTable[INV_OBJECT_SILENCER] = InventoryObjectDefinition(ID_SILENCER_ITEM, STRING_SILENCER, -1, 0);
m_objectsTable[INV_OBJECT_LARGE_MEDIPACK] = InventoryObjectDefinition(ID_BIGMEDI_ITEM, STRING_LARGE_MEDIPACK, -1, 0x8000);
m_objectsTable[INV_OBJECT_SMALL_MEDIPACK] = InventoryObjectDefinition(ID_SMALLMEDI_ITEM, STRING_SMALL_MEDIPACK, -1, 0);
m_objectsTable[INV_OBJECT_BINOCULARS] = InventoryObjectDefinition(ID_BINOCULARS_ITEM, STRING_BINOCULARS, -1, 0);
m_objectsTable[INV_OBJECT_FLARES] = InventoryObjectDefinition(ID_FLARE_INV_ITEM, STRING_FLARES, -1, 0);
m_objectsTable[INV_OBJECT_TIMEX] = InventoryObjectDefinition(ID_COMPASS_ITEM, STRING_TIMEX, -1, 0);
m_objectsTable[INV_OBJECT_CROWBAR] = InventoryObjectDefinition(ID_CROWBAR_ITEM, STRING_CROWBAR, -1, 0);
m_objectsTable[INV_OBJECT_GRENADE_LAUNCHER] = InventoryObjectDefinition(ID_GRENADE_GUN_ITEM, STRING_GRENADE_LAUNCHER, -1, 0);
m_objectsTable[INV_OBJECT_GRENADE_AMMO1] = InventoryObjectDefinition(ID_GRENADE_AMMO1_ITEM, STRING_GRENADE_AMMO1, -1, 0);
m_objectsTable[INV_OBJECT_GRENADE_AMMO2] = InventoryObjectDefinition(ID_GRENADE_AMMO2_ITEM, STRING_GRENADE_AMMO2, -1, 0);
m_objectsTable[INV_OBJECT_GRENADE_AMMO3] = InventoryObjectDefinition(ID_GRENADE_AMMO3_ITEM, STRING_GRENADE_AMMO3, -1, 0);
m_objectsTable[INV_OBJECT_HARPOON_GUN] = InventoryObjectDefinition(ID_HARPOON_ITEM, STRING_HARPOON_GUN, -1, 0);
m_objectsTable[INV_OBJECT_HARPOON_AMMO] = InventoryObjectDefinition(ID_HARPOON_AMMO_ITEM, STRING_HARPOON_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_ROCKET_LAUNCHER] = InventoryObjectDefinition(ID_ROCKET_LAUNCHER_ITEM, STRING_ROCKET_LAUNCHER, -1, 0);
m_objectsTable[INV_OBJECT_ROCKET_AMMO] = InventoryObjectDefinition(ID_ROCKET_LAUNCHER_AMMO_ITEM, STRING_ROCKET_AMMO, -1, 0);
m_objectsTable[INV_OBJECT_CROSSBOW] = InventoryObjectDefinition(ID_CROSSBOW_ITEM, STRING_CROSSBOW, -1, 0);
m_objectsTable[INV_OBJECT_CROSSBOW_LASER] = InventoryObjectDefinition(ID_CROSSBOW_ITEM, STRING_CROSSBOW_LASER, -1, 0);
m_objectsTable[INV_OBJECT_CROSSBOW_AMMO1] = InventoryObjectDefinition(ID_CROSSBOW_AMMO1_ITEM, STRING_CROSSBOW_AMMO1, -1, 0);
m_objectsTable[INV_OBJECT_CROSSBOW_AMMO2] = InventoryObjectDefinition(ID_CROSSBOW_AMMO2_ITEM, STRING_CROSSBOW_AMMO2, -1, 0);
m_objectsTable[INV_OBJECT_CROSSBOW_AMMO3] = InventoryObjectDefinition(ID_CROSSBOW_AMMO3_ITEM, STRING_CROSSBOW_AMMO3, -1, 0);
m_objectsTable[INV_OBJECT_PASSPORT] = InventoryObjectDefinition(ID_INVENTORY_PASSPORT, STRING_PASSPORT, -1, 0);
m_objectsTable[INV_OBJECT_KEYS] = InventoryObjectDefinition(ID_INVENTORY_KEYS, STRING_CONTROLS, -1, 0x4000);
m_objectsTable[INV_OBJECT_SUNGLASSES] = InventoryObjectDefinition(ID_INVENTORY_SUNGLASSES, STRING_DISPLAY, -1, 0);
m_objectsTable[INV_OBJECT_POLAROID] = InventoryObjectDefinition(ID_INVENTORY_POLAROID, STRING_LARA_HOME, -1, 0);
m_objectsTable[INV_OBJECT_HEADPHONES] = InventoryObjectDefinition(ID_INVENTORY_HEADPHONES, STRING_SOUND, -1, 0);
m_objectsTable[INV_OBJECT_DIARY] = InventoryObjectDefinition(ID_DIARY_ITEM, STRING_DIARY, -1, 0);
m_objectsTable[INV_OBJECT_WATERSKIN1] = InventoryObjectDefinition(ID_WATERSKIN1_EMPTY, STRING_WATERSKIN1_EMPTY, -1, 0);
m_objectsTable[INV_OBJECT_WATERSKIN2] = InventoryObjectDefinition(ID_WATERSKIN2_EMPTY, STRING_WATERSKIN2_EMPTY, -1, 0);
for (int i = 0; i < NUM_PUZZLES; i++)
m_objectsTable[INV_OBJECT_PUZZLE1 + i] = InventoryObjectDefinition(ID_PUZZLE_ITEM1 + i, STRING_PISTOLS, -1, 0);
for (int i = 0; i < NUM_PUZZLES * 2; i++)
m_objectsTable[INV_OBJECT_PUZZLE1_COMBO1 + i] = InventoryObjectDefinition(ID_PUZZLE_ITEM1_COMBO1 + i, STRING_PISTOLS, -1, 0);
for (int i = 0; i < NUM_KEYS; i++)
m_objectsTable[INV_OBJECT_KEY1 + i] = InventoryObjectDefinition(ID_KEY_ITEM1 + i, STRING_PISTOLS, -1, 0);
for (int i = 0; i < NUM_KEYS * 2; i++)
m_objectsTable[INV_OBJECT_KEY1_COMBO1 + i] = InventoryObjectDefinition(ID_KEY_ITEM1_COMBO1 + i, STRING_PISTOLS, -1, 0);
for (int i = 0; i < NUM_PICKUPS; i++)
m_objectsTable[INV_OBJECT_PICKUP1 + i] = InventoryObjectDefinition(ID_PICKUP_ITEM1 + i, STRING_PISTOLS, -1, 0);
for (int i = 0; i < 3; i++)
m_objectsTable[INV_OBJECT_EXAMINE1 + i] = InventoryObjectDefinition(ID_EXAMINE1 + i, STRING_PISTOLS, -1, 0);
// Add combinations
for (int i = 0; i < NUM_PUZZLES; i++)
AddCombination(INV_OBJECT_PUZZLE1_COMBO1 + 2 * i, INV_OBJECT_PUZZLE1_COMBO2 + 2 * i, INV_OBJECT_PUZZLE1 + i, CombinePuzzle);
for (int i = 0; i < NUM_KEYS; i++)
AddCombination(INV_OBJECT_KEY1_COMBO1 + 2 * i, INV_OBJECT_KEY1_COMBO2 + 2 * i, INV_OBJECT_KEY1 + i, CombineKey);
for (int i = 0; i < NUM_PICKUPS; i++)
AddCombination(INV_OBJECT_PICKUP1_COMBO1 + 2 * i, INV_OBJECT_PICKUP1_COMBO2 + 2 * i, INV_OBJECT_PICKUP1 + i, CombinePickup);
for (int i = 0; i < NUM_EXAMINES; i++)
AddCombination(INV_OBJECT_EXAMINE1_COMBO1 + 2 * i, INV_OBJECT_EXAMINE1_COMBO2 + 2 * i, INV_OBJECT_EXAMINE1 + i, CombineExamine);
AddCombination(INV_OBJECT_REVOLVER, INV_OBJECT_LASERSIGHT, INV_OBJECT_REVOLVER_LASER, CombineRevolverLasersight);
AddCombination(INV_OBJECT_CROSSBOW, INV_OBJECT_LASERSIGHT, INV_OBJECT_CROSSBOW_LASER, CombineCrossbowLasersight);
m_rings[INV_RING_PUZZLES].y = -INV_RINGS_OFFSET;
m_rings[INV_RING_WEAPONS].y = 0;
m_rings[INV_RING_OPTIONS].y = INV_RINGS_OFFSET;
m_rings[INV_RING_CHOOSE_AMMO].y = 0;
m_rings[INV_RING_COMBINE].y = 0;
m_rings[INV_RING_PUZZLES].titleStringIndex = STRING_TITLE_PUZZLES;
m_rings[INV_RING_WEAPONS].titleStringIndex = STRING_TITLE_ITEMS;
m_rings[INV_RING_OPTIONS].titleStringIndex = STRING_TITLE_SETTINGS;
m_rings[INV_RING_CHOOSE_AMMO].titleStringIndex = STRING_TITLE_CHOOSE_AMMO;
m_rings[INV_RING_COMBINE].titleStringIndex = STRING_TITLE_COMBINE;
}
Inventory::~Inventory()
{
}
InventoryRing* Inventory::GetRing(int index)
{
return &m_rings[index];
}
int Inventory::GetActiveRing()
{
return m_activeRing;
}
void Inventory::SetActiveRing(int index)
{
m_activeRing = index;
}
void Inventory::InsertObject(int ring, int objectNumber)
{
m_rings[ring].objects[m_rings[ring].numObjects].inventoryObject = objectNumber;
m_rings[ring].numObjects++;
}
void Inventory::LoadObjects(bool isReload)
{
// Reset the objects in inventory
for (int i = 0; i < NUM_INVENTORY_RINGS; i++)
{
m_rings[i].numObjects = 0;
m_rings[i].rotation = 0;
m_rings[i].currentObject = 0;
if (!isReload)
{
m_rings[i].focusState = INV_FOCUS_STATE_NONE;
}
for (int 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_OBJECTS_SCALE;
}
}
/*g_LaraExtra.Weapons[WEAPON_REVOLVER].Present = true;
g_LaraExtra.Weapons[WEAPON_REVOLVER].Ammo[0] = 1000;
g_LaraExtra.Weapons[WEAPON_REVOLVER].SelectedAmmo = WEAPON_AMMO1;
g_LaraExtra.Weapons[WEAPON_REVOLVER].HasLasersight = true;
// DEBUG
{
/*g_LaraExtra.Weapons[WEAPON_SHOTGUN].Present = true;
g_LaraExtra.Weapons[WEAPON_SHOTGUN].Ammo[0] = 1000;
g_LaraExtra.Weapons[WEAPON_SHOTGUN].Ammo[1] = 1000;
g_LaraExtra.Weapons[WEAPON_SHOTGUN].SelectedAmmo = WEAPON_AMMO1;
g_LaraExtra.Weapons[WEAPON_REVOLVER].Present = true;
g_LaraExtra.Weapons[WEAPON_REVOLVER].Ammo[0] = 1000;
g_LaraExtra.Weapons[WEAPON_REVOLVER].SelectedAmmo = WEAPON_AMMO1;
Lara.laserSight = true;
/*g_LaraExtra.Weapons[WEAPON_CROSSBOW].Present = true;
g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[0] = 1000;
g_LaraExtra.Weapons[WEAPON_CROSSBOW].SelectedAmmo = WEAPON_AMMO1;
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;
}*/
// Now fill the rings
if (g_GameFlow->GetLevel(CurrentLevel)->LaraType != LARA_YOUNG)
{
// Pistols
if (g_LaraExtra.Weapons[WEAPON_PISTOLS].Present)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_PISTOLS);
// Uzi
if (g_LaraExtra.Weapons[WEAPON_UZI].Present)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_UZIS);
else if (g_LaraExtra.Weapons[WEAPON_UZI].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_UZI_AMMO);
// Revolver
if (g_LaraExtra.Weapons[WEAPON_REVOLVER].Present)
{
if (g_LaraExtra.Weapons[WEAPON_REVOLVER].HasLasersight)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_REVOLVER_LASER);
else
InsertObject(INV_RING_WEAPONS, INV_OBJECT_REVOLVER);
}
else
{
if (g_LaraExtra.Weapons[WEAPON_REVOLVER].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_REVOLVER_AMMO);
}
// Shotgun
if (g_LaraExtra.Weapons[WEAPON_SHOTGUN].Present)
{
InsertObject(INV_RING_WEAPONS, INV_OBJECT_SHOTGUN);
//if (Lara.shotgunTypeCarried & 0x10)
// CurrentShotGunAmmoType = 1;
}
else
{
if (g_LaraExtra.Weapons[WEAPON_SHOTGUN].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_SHOTGUN_AMMO1);
if (g_LaraExtra.Weapons[WEAPON_SHOTGUN].Ammo[1])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_SHOTGUN_AMMO2);
}
// HK
if (g_LaraExtra.Weapons[WEAPON_HK].Present)
{
if (g_LaraExtra.Weapons[WEAPON_HK].HasSilencer)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_HK_LASER);
else
InsertObject(INV_RING_WEAPONS, INV_OBJECT_HK);
}
else if (g_LaraExtra.Weapons[WEAPON_HK].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_HK_AMMO1);
// Crossbow
if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].Present)
{
if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].HasLasersight)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROSSBOW_LASER);
else
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROSSBOW);
}
else
{
if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[0])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROSSBOW_AMMO1);
if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[1])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROSSBOW_AMMO2);
if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[2])
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROSSBOW_AMMO3);
}
// Grenade launcher
if (g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Present)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_GRENADE_LAUNCHER);
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
if (g_LaraExtra.Lasersight)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_LASERSIGHT);
// Silencer
if (g_LaraExtra.Silencer)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_SILENCER);
// Binoculars
if (g_LaraExtra.Binoculars)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_BINOCULARS);
// Flares
if (g_LaraExtra.NumFlares)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_FLARES);
}
if (g_LaraExtra.NumSmallMedipacks)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_SMALL_MEDIPACK);
if (g_LaraExtra.NumLargeMedipacks)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_LARGE_MEDIPACK);
if (g_LaraExtra.Crowbar)
InsertObject(INV_RING_WEAPONS, INV_OBJECT_CROWBAR);
int i;
for (i = 0; i < NUM_PUZZLES; i++)
{
if (g_LaraExtra.Puzzles[i])
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_PUZZLE1);
}
for (i = 0; i < NUM_PUZZLES * 2; i++)
{
if (g_LaraExtra.PuzzlesCombo[i])
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_PUZZLE1_COMBO1);
}
for (i = 0; i < NUM_KEYS; i++)
{
if (g_LaraExtra.Keys[i])
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_KEY1);
}
for (i = 0; i < NUM_KEYS * 2; i++)
{
if (g_LaraExtra.KeysCombo[i])
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_KEY1_COMBO1);
}
for (i = 0; i < NUM_PICKUPS; i++)
{
if (g_LaraExtra.Pickups[i])
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_PICKUP1);
}
for (i = 0; i < NUM_PICKUPS * 2; i++)
{
if (g_LaraExtra.PickupsCombo[i])
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_PICKUP1_COMBO1);
}
for (i = 0; i < NUM_EXAMINES; i++)
{
if (g_LaraExtra.Examines[i])
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_EXAMINE1);
}
for (i = 0; i < NUM_EXAMINES * 2; i++)
{
if (g_LaraExtra.ExaminesCombo[i])
InsertObject(INV_RING_PUZZLES, i + INV_OBJECT_EXAMINE1_COMBO1);
}
if (Lara.wetcloth == 2)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_WETCLOTH1);
if (Lara.wetcloth == 1)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_WETCLOTH2);
if (Lara.bottle)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_BOTTLE);
if (g_LaraExtra.Waterskin1.Present)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_WATERSKIN1);
if (g_LaraExtra.Waterskin2.Present)
InsertObject(INV_RING_PUZZLES, INV_OBJECT_WATERSKIN2);
InventoryRing* ring = &m_rings[INV_RING_OPTIONS];
// Reset the objects in inventory
ring->numObjects = 0;
ring->rotation = 0;
ring->currentObject = 0;
ring->focusState = INV_FOCUS_STATE_NONE;
for (int 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;
}
InsertObject(INV_RING_OPTIONS, INV_OBJECT_PASSPORT);
InsertObject(INV_RING_OPTIONS, INV_OBJECT_SUNGLASSES);
InsertObject(INV_RING_OPTIONS, INV_OBJECT_HEADPHONES);
InsertObject(INV_RING_OPTIONS, INV_OBJECT_KEYS);
}
void Inventory::SelectObject(int r, int object, float scale)
{
if (object != NO_ITEM)
{
InventoryRing* ring = &m_rings[r];
for (int i = 0; i < ring->numObjects; i++)
{
if (ring->objects[i].inventoryObject == object)
{
ring->currentObject = i;
ring->objects[i].scale = scale;
break;
}
}
}
}
void Inventory::Initialise()
{
LoadObjects(false);
m_activeRing = INV_RING_WEAPONS;
m_type = INV_TYPE_GAME;
m_deltaMovement = 0;
m_movement = INV_MOVE_STOPPED;
m_type = INV_TYPE_GAME;
m_selectedObject = NO_ITEM;
}
short Inventory::GetEnterObject()
{
return m_enterObject;
}
short Inventory::GetSelectedObject()
{
return m_selectedObject;
}
void Inventory::SetEnterObject(short objNum)
{
m_enterObject = objNum;
}
void Inventory::SetSelectedObject(short objNum)
{
m_selectedObject = objNum;
}
int Inventory::DoInventory()
{
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_rings[INV_RING_COMBINE].draw = false;
m_rings[INV_RING_CHOOSE_AMMO].draw = false;
m_activeRing = INV_RING_OPTIONS;
m_rings[m_activeRing].currentObject = 0;
g_Renderer->DumpGameScene();
OpenRing(m_activeRing, true);
int passportResult = DoPassport();
// Fade out
g_Renderer->FadeOut();
for (int i = 0; i < FADE_FRAMES_COUNT; i++)
{
UpdateSceneAndDrawInventory();
}
return passportResult;
}
m_rings[INV_RING_PUZZLES].draw = false;
m_rings[INV_RING_WEAPONS].draw = false;
m_rings[INV_RING_OPTIONS].draw = false;
m_rings[INV_RING_COMBINE].draw = false;
m_rings[INV_RING_CHOOSE_AMMO].draw = false;
if (m_enterObject != NO_ITEM)
{
for (int r = 0; r < 3; r++)
for (int o = 0; o < m_rings[r].numObjects; o++)
if (m_objectsTable[m_rings[r].objects[o].inventoryObject].objectNumber == m_enterObject)
{
m_activeRing = r;
m_rings[m_activeRing].currentObject = o;
m_rings[m_activeRing].draw = true;
}
m_enterObject = NO_ITEM;
}
else
{
m_activeRing = INV_RING_WEAPONS;
m_rings[m_activeRing].draw = true;
}
int result = INV_RESULT_NONE;
g_Renderer->DumpGameScene();
SoundEffect(SFX_TR3_MENU_SPININ, NULL, 0);
OpenRing(m_activeRing, true);
while (!ResetFlag)
{
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & IN_DESELECT)
{
//SoundEffect(SFX_MENU_SELECT, NULL, 0);
// Exit from inventory
m_enterObject = NO_ITEM;
result = INV_RESULT_NONE;
break;
}
else if (DbInput & IN_FORWARD && (m_activeRing == INV_RING_WEAPONS && m_rings[INV_RING_PUZZLES].numObjects != 0 || m_activeRing == INV_RING_OPTIONS))
{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
int newRing = INV_RING_WEAPONS;
if (m_activeRing == INV_RING_WEAPONS)
newRing = INV_RING_PUZZLES;
else
newRing = INV_RING_WEAPONS;
SwitchRing(m_activeRing, newRing, -1);
m_activeRing = newRing;
m_movement = 0;
continue;
}
else if (DbInput & IN_BACK && (m_activeRing == INV_RING_PUZZLES || m_activeRing == INV_RING_WEAPONS))
{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
int newRing = INV_RING_WEAPONS;
if (m_activeRing == INV_RING_WEAPONS)
newRing = INV_RING_OPTIONS;
else
newRing = INV_RING_WEAPONS;
SwitchRing(m_activeRing, newRing, 1);
m_activeRing = newRing;
m_movement = 0;
continue;
}
else if (DbInput & IN_LEFT)
{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
// Change object left
float deltaAngle = 360.0f / m_rings[m_activeRing].numObjects / INV_NUM_FRAMES_ROTATE;
m_rings[m_activeRing].rotation = 0;
for (int i = 0; i < INV_NUM_FRAMES_ROTATE; i++)
{
m_rings[m_activeRing].rotation += deltaAngle;
UpdateSceneAndDrawInventory();
}
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].selectedIndex = INV_ACTION_USE;
m_rings[m_activeRing].rotation = 0;
}
else if (DbInput & IN_RIGHT)
{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
// Change object right
float deltaAngle = 360.0f / m_rings[m_activeRing].numObjects / INV_NUM_FRAMES_ROTATE;
m_rings[m_activeRing].rotation = 0;
for (int i = 0; i < INV_NUM_FRAMES_ROTATE; i++)
{
m_rings[m_activeRing].rotation -= deltaAngle;
UpdateSceneAndDrawInventory();
}
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].selectedIndex = INV_ACTION_USE;
m_rings[m_activeRing].rotation = 0;
}
else if (DbInput & IN_SELECT)
{
// Handle action
if (m_activeRing == INV_RING_OPTIONS)
{
if (m_rings[INV_RING_OPTIONS].objects[m_rings[INV_RING_OPTIONS].currentObject].inventoryObject == INV_OBJECT_PASSPORT)
{
int passportResult = DoPassport();
if (passportResult == INV_RESULT_NEW_GAME ||
passportResult == INV_RESULT_EXIT_TO_TILE ||
passportResult == INV_RESULT_LOAD_GAME)
{
// Fade out
g_Renderer->FadeOut();
for (int i = 0; i < FADE_FRAMES_COUNT; i++)
{
UpdateSceneAndDrawInventory();
}
return passportResult;
}
}
short currentObject = m_rings[INV_RING_OPTIONS].objects[m_rings[INV_RING_OPTIONS].currentObject].inventoryObject;
if (currentObject == INV_OBJECT_KEYS)
DoControlsSettings();
if (currentObject == INV_OBJECT_SUNGLASSES)
DoGraphicsSettings();
if (currentObject == INV_OBJECT_HEADPHONES)
DoSoundSettings();
}
else if (m_activeRing == INV_RING_WEAPONS || m_activeRing == INV_RING_PUZZLES)
{
short currentObject = m_rings[m_activeRing].objects[m_rings[m_activeRing].currentObject].inventoryObject;
int result = INV_RESULT_NONE;
if (IsCurrentObjectPuzzle())
// Puzzles have Use, Combine, Separe
result = DoPuzzle();
else if (IsCurrentObjectWeapon())
// Weapons have Use, Select Ammo
result = DoWeapon();
else if (IsCurrentObjectExamine())
// Examines have just Examine
DoExamine();
else if (currentObject == INV_OBJECT_TIMEX)
// Do statistics
DoStatistics();
else
// All other objects have just Use
result = DoGenericObject();
// If an item is set to be used, then use it and close inventory
if (result == INV_RESULT_USE_ITEM)
{
UseCurrentItem();
// Exit from inventory
m_enterObject = NO_ITEM;
result = INV_RESULT_USE_ITEM;
break;
}
}
}
UpdateSceneAndDrawInventory();
}
SoundEffect(SFX_TR3_MENU_SPINOUT, NULL, 0);
CloseRing(m_activeRing, true);
return result;
}
bool Inventory::IsCurrentObjectWeapon()
{
short currentObject = m_rings[m_activeRing].objects[m_rings[m_activeRing].currentObject].inventoryObject;
return (currentObject == INV_OBJECT_PISTOLS || currentObject == INV_OBJECT_UZIS ||
currentObject == INV_OBJECT_REVOLVER_LASER || currentObject == INV_OBJECT_CROSSBOW_LASER ||
currentObject == INV_OBJECT_REVOLVER || currentObject == INV_OBJECT_SHOTGUN ||
currentObject == INV_OBJECT_HK || currentObject == INV_OBJECT_CROSSBOW ||
currentObject == INV_OBJECT_ROCKET_LAUNCHER || currentObject == INV_OBJECT_GRENADE_LAUNCHER ||
currentObject == INV_OBJECT_HARPOON_GUN);
}
bool Inventory::IsCurrentObjectPuzzle()
{
short currentObject = m_rings[m_activeRing].objects[m_rings[m_activeRing].currentObject].inventoryObject;
return (currentObject >= INV_OBJECT_PUZZLE1 && currentObject <= INV_OBJECT_PICKUP4_COMBO2);
}
bool Inventory::IsCurrentObjectGeneric()
{
short currentObject = m_rings[m_activeRing].objects[m_rings[m_activeRing].currentObject].inventoryObject;
return (!IsCurrentObjectPuzzle() && !IsCurrentObjectExamine() && !IsCurrentObjectWeapon() &&
currentObject != INV_OBJECT_TIMEX);
}
bool Inventory::IsCurrentObjectExamine()
{
short currentObject = m_rings[m_activeRing].objects[m_rings[m_activeRing].currentObject].inventoryObject;
return (currentObject >= INV_OBJECT_EXAMINE1 && currentObject <= INV_OBJECT_EXAMINE1);
}
int Inventory::DoPuzzle()
{
InventoryRing* ring = &m_rings[m_activeRing];
ring->frameIndex = 0;
ring->selectedIndex = 0;
ring->numActions = 0;
int result = INV_RESULT_NONE;
bool closeObject = false;
short currentObject = ring->objects[ring->currentObject].inventoryObject;
ring->numActions = 0;
ring->actions[ring->numActions++] = INV_ACTION_USE;
if (IsObjectCombinable(currentObject))
ring->actions[ring->numActions++] = INV_ACTION_COMBINE;
//if (IsObjectSeparable(currentObject))
// ring->actions[ring->numActions++] = INV_ACTION_SEPARE;
// If only use action then select the weapon directly
if (ring->numActions == 1)
return INV_RESULT_USE_ITEM;
PopupObject();
// Do the menu
while (true)
{
// Handle input
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & IN_DESELECT || closeObject)
{
closeObject = true;
break;
}
else if (DbInput & IN_FORWARD)
{
closeObject = false;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->selectedIndex > 0)
ring->selectedIndex--;
}
else if (DbInput & IN_BACK)
{
closeObject = false;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->selectedIndex < ring->numActions)
ring->selectedIndex++;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
if (ring->actions[ring->selectedIndex] == INV_ACTION_USE)
{
result = INV_RESULT_USE_ITEM;
closeObject = true;
break;
}
else if (ring->actions[ring->selectedIndex] == INV_ACTION_COMBINE)
{
if (DoCombine())
{
ring->actions[1] = INV_ACTION_SEPARE;
}
}
else if (ring->actions[ring->selectedIndex] == INV_ACTION_SEPARE)
{
if (DoSepare())
{
ring->actions[1] = INV_ACTION_COMBINE;
}
}
}
UpdateSceneAndDrawInventory();
}
PopoverObject();
return result;
}
int Inventory::DoWeapon()
{
InventoryRing* ring = &m_rings[m_activeRing];
ring->frameIndex = 0;
ring->selectedIndex = 0;
ring->numActions = 0;
int result = INV_RESULT_NONE;
bool closeObject = false;
short currentObject = ring->objects[ring->currentObject].inventoryObject;
ring->numActions = 0;
ring->actions[ring->numActions++] = INV_ACTION_USE;
if (IsObjectCombinable(currentObject)) ring->actions[ring->numActions++] = INV_ACTION_COMBINE;
if (IsObjectSeparable(currentObject)) ring->actions[ring->numActions++] = INV_ACTION_SEPARE;
if (HasWeaponMultipleAmmos(currentObject)) ring->actions[ring->numActions++] = INV_ACTION_SELECT_AMMO;
// If only use action then select the weapon directly
if (ring->numActions == 1)
return INV_RESULT_USE_ITEM;
PopupObject();
// Do the menu
while (true)
{
// Handle input
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & IN_DESELECT || closeObject)
{
closeObject = true;
break;
}
else if (DbInput & IN_FORWARD)
{
closeObject = false;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->selectedIndex > 0)
ring->selectedIndex--;
}
else if (DbInput & IN_BACK)
{
closeObject = false;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->selectedIndex < ring->numActions)
ring->selectedIndex++;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
if (ring->actions[ring->selectedIndex] == INV_ACTION_USE)
{
result = INV_RESULT_USE_ITEM;
closeObject = true;
break;
}
else if (ring->actions[ring->selectedIndex] == INV_ACTION_COMBINE)
{
if (DoCombine())
{
ring->actions[1] = INV_ACTION_SEPARE;
}
}
else if (ring->actions[ring->selectedIndex] == INV_ACTION_SEPARE)
{
if (DoSepare())
{
ring->actions[1] = INV_ACTION_COMBINE;
}
}
else if (ring->actions[ring->selectedIndex] == INV_ACTION_SELECT_AMMO)
{
DoSelectAmmo();
}
}
UpdateSceneAndDrawInventory();
}
PopoverObject();
return result;
}
bool Inventory::IsObjectPresentInInventory(short object)
{
for (int r = 0; r < 3; r++)
for (int o = 0; o < m_rings[r].numObjects; o++)
if (m_objectsTable[m_rings[r].objects[o].inventoryObject].objectNumber == object)
return true;
return false;
}
bool Inventory::IsInventoryObjectPresentInInventory(short object)
{
for (int r = 0; r < 3; r++)
for (int o = 0; o < m_rings[r].numObjects; o++)
if (m_rings[r].objects[o].inventoryObject == object)
return true;
return false;
}
int Inventory::FindObjectIndex(short object)
{
for (int r = 0; r < 3; r++)
for (int o = 0; o < m_rings[r].numObjects; o++)
if (m_rings[r].objects[o].inventoryObject == object)
return o;
return -1;
}
int Inventory::FindObjectRing(short object)
{
for (int r = 0; r < 3; r++)
for (int o = 0; o < m_rings[r].numObjects; o++)
if (m_rings[r].objects[o].inventoryObject == object)
return r;
return -1;
}
bool Inventory::IsObjectCombinable(short object)
{
for (int i = 0; i < m_combinations.size(); i++)
if (m_combinations[i].piece1 == object || m_combinations[i].piece2 == object)
return true;
return false;
}
void Inventory::AddCombination(short piece1, short piece2, short combinedObject, void (*f) (int, short))
{
InventoryObjectCombination combination;
combination.piece1 = piece1;
combination.piece2 = piece2;
combination.combinedObject = combinedObject;
combination.combineRoutine = f;
m_combinations.push_back(combination);
}
int Inventory::DoGenericObject()
{
InventoryRing* ring = &m_rings[m_activeRing];
ring->frameIndex = 0;
return INV_RESULT_USE_ITEM;
}
void Inventory::DoStatistics()
{
InventoryRing* ring = &m_rings[m_activeRing];
ring->frameIndex = 0;
}
void Inventory::DoExamine()
{
InventoryRing* ring = &m_rings[m_activeRing];
ring->frameIndex = 0;
}
bool Inventory::DoCombine()
{
InventoryRing* ring = &m_rings[m_activeRing];
int oldRing = m_activeRing;
// Fill the objects ring
InventoryRing* combineRing = &m_rings[INV_RING_COMBINE];
combineRing->numObjects = 0;
short currentObject = ring->objects[ring->currentObject].inventoryObject;
for (int i = 0; i < m_combinations.size(); i++)
{
InventoryObjectCombination* combination = &m_combinations[i];
// Add piece 1
if (currentObject != combination->piece1 && IsInventoryObjectPresentInInventory(combination->piece1))
{
bool found = false;
for (int j = 0; j < combineRing->numObjects; j++)
{
if (combineRing->objects[j].inventoryObject == combination->piece1)
{
found = true;
break;
}
}
if (!found)
combineRing->objects[combineRing->numObjects++].inventoryObject = combination->piece1;
}
// Add piece 2
if (currentObject != combination->piece2 && IsInventoryObjectPresentInInventory(combination->piece2))
{
bool found = false;
for (int j = 0; j < combineRing->numObjects; j++)
{
if (combineRing->objects[j].inventoryObject == combination->piece2)
{
found = true;
break;
}
}
if (!found)
combineRing->objects[combineRing->numObjects++].inventoryObject = combination->piece2;
}
}
// If no objects then exit
if (combineRing->numObjects == 0)
{
return false;
}
ring->draw = false;
combineRing->draw = true;
combineRing->selectedIndex = 0;
OpenRing(INV_RING_COMBINE, false);
bool closeObject = false;
bool combined = false;
// Do the menu
while (true)
{
// Handle input
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & IN_DESELECT || closeObject)
{
closeObject = true;
break;
}
else if (DbInput & IN_LEFT && combineRing->numObjects > 1)
{
closeObject = false;
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
// Change object left
float deltaAngle = 360.0f / combineRing->numObjects / INV_NUM_FRAMES_ROTATE;
combineRing->rotation = 0;
for (int i = 0; i < INV_NUM_FRAMES_ROTATE; i++)
{
combineRing->rotation += deltaAngle;
UpdateSceneAndDrawInventory();
}
if (combineRing->currentObject > 0)
combineRing->currentObject--;
else
combineRing->currentObject = combineRing->numObjects - 1;
combineRing->rotation = 0;
}
else if (DbInput & IN_RIGHT && combineRing->numObjects > 1)
{
closeObject = false;
// Change object right
float deltaAngle = 360.0f / combineRing->numObjects / INV_NUM_FRAMES_ROTATE;
combineRing->rotation = 0;
for (int i = 0; i < INV_NUM_FRAMES_ROTATE; i++)
{
combineRing->rotation -= deltaAngle;
UpdateSceneAndDrawInventory();
}
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
if (combineRing->currentObject < combineRing->numObjects - 1)
combineRing->currentObject++;
else
combineRing->currentObject = 0;
combineRing->rotation = 0;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
// Check if can be combined
short currentObject = combineRing->objects[combineRing->currentObject].inventoryObject;
for (int i = 0; i < m_combinations.size(); i++)
{
InventoryObjectCombination* combination = &m_combinations[i];
if (combination->piece1 == currentObject && combination->piece2 == ring->objects[ring->currentObject].inventoryObject ||
combination->piece2 == currentObject && combination->piece1 == ring->objects[ring->currentObject].inventoryObject)
{
// I can do the combination
SoundEffect(SFX_MENU_COMBINE, NULL, 0);
combination->combineRoutine(INV_COMBINE_COMBINE, combination->combinedObject);
LoadObjects(true);
SelectObject(oldRing, combination->combinedObject, 2 * INV_OBJECTS_SCALE);
closeObject = true;
combined = true;
break;
}
}
if (!closeObject)
SayNo();
}
UpdateSceneAndDrawInventory();
}
CloseRing(INV_RING_COMBINE, false);
m_activeRing = oldRing;
combineRing->draw = false;
ring->draw = true;
return combined;
}
bool Inventory::DoSepare()
{
short currentObject = m_rings[m_activeRing].objects[m_rings[m_activeRing].currentObject].inventoryObject;
for (int i = 0; i < m_combinations.size(); i++)
{
InventoryObjectCombination* combination = &m_combinations[i];
if (combination->combinedObject == currentObject)
{
// Separation can be done
SoundEffect(SFX_MENU_COMBINE, NULL, 0);
combination->combineRoutine(INV_COMBINE_SEPARE, combination->combinedObject);
LoadObjects(true);
SelectObject(m_activeRing, combination->piece1, 2 * INV_OBJECTS_SCALE);
return true;
}
}
return false;
}
void Inventory::DoSelectAmmo()
{
InventoryRing* ring = &m_rings[m_activeRing];
// Enable the secondary GUI
m_activeRing = INV_RING_CHOOSE_AMMO;
// Fill the secondary ring
InventoryRing* ammoRing = &m_rings[INV_RING_CHOOSE_AMMO];
ring->draw = false;
ammoRing->draw = true;
ammoRing->numObjects = 0;
switch (ring->objects[ring->currentObject].inventoryObject)
{
case INV_OBJECT_SHOTGUN:
if (g_LaraExtra.Weapons[WEAPON_SHOTGUN].Ammo[0] != 0)
ammoRing->objects[ammoRing->numObjects++].inventoryObject = INV_OBJECT_SHOTGUN_AMMO1;
if (g_LaraExtra.Weapons[WEAPON_SHOTGUN].Ammo[1] != 0)
ammoRing->objects[ammoRing->numObjects++].inventoryObject = INV_OBJECT_SHOTGUN_AMMO2;
ammoRing->selectedIndex = g_LaraExtra.Weapons[WEAPON_SHOTGUN].SelectedAmmo;
break;
case INV_OBJECT_GRENADE_LAUNCHER:
if (g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Ammo[0] != 0)
ammoRing->objects[ammoRing->numObjects++].inventoryObject = INV_OBJECT_GRENADE_AMMO1;
if (g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Ammo[1] != 0)
ammoRing->objects[ammoRing->numObjects++].inventoryObject = INV_OBJECT_GRENADE_AMMO2;
if (g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Ammo[2] != 0)
ammoRing->objects[ammoRing->numObjects++].inventoryObject = INV_OBJECT_GRENADE_AMMO3;
ammoRing->selectedIndex = g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].SelectedAmmo;
break;
case INV_OBJECT_CROSSBOW:
case INV_OBJECT_CROSSBOW_LASER:
if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[0] != 0)
ammoRing->objects[ammoRing->numObjects++].inventoryObject = INV_OBJECT_CROSSBOW_AMMO1;
if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[1] != 0)
ammoRing->objects[ammoRing->numObjects++].inventoryObject = INV_OBJECT_CROSSBOW_AMMO2;
if (g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[2] != 0)
ammoRing->objects[ammoRing->numObjects++].inventoryObject = INV_OBJECT_CROSSBOW_AMMO3;
ammoRing->selectedIndex = g_LaraExtra.Weapons[WEAPON_CROSSBOW].SelectedAmmo;
break;
}
// If no objects then exit
if (ammoRing->numObjects == 0)
return;
OpenRing(INV_RING_CHOOSE_AMMO, false);
bool closeObject = false;
// Do the menu
while (true)
{
// Handle input
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & IN_DESELECT || closeObject)
{
closeObject = true;
break;
}
else if (DbInput & IN_LEFT && ammoRing->numObjects > 1)
{
closeObject = false;
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
// Change object left
float deltaAngle = 360.0f / ammoRing->numObjects / INV_NUM_FRAMES_ROTATE;
ammoRing->rotation = 0;
for (int i = 0; i < INV_NUM_FRAMES_ROTATE; i++)
{
ammoRing->rotation += deltaAngle;
UpdateSceneAndDrawInventory();
}
if (ammoRing->currentObject > 0)
ammoRing->currentObject--;
else
ammoRing->currentObject = ammoRing->numObjects - 1;
ammoRing->rotation = 0;
}
else if (DbInput & IN_RIGHT && ammoRing->numObjects > 1)
{
closeObject = false;
// Change object right
float deltaAngle = 360.0f / ammoRing->numObjects / INV_NUM_FRAMES_ROTATE;
ammoRing->rotation = 0;
for (int i = 0; i < INV_NUM_FRAMES_ROTATE; i++)
{
ammoRing->rotation -= deltaAngle;
UpdateSceneAndDrawInventory();
}
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
if (ammoRing->currentObject < ammoRing->numObjects - 1)
ammoRing->currentObject++;
else
ammoRing->currentObject = 0;
ammoRing->rotation = 0;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
// Choose ammo
switch (ring->objects[ring->currentObject].inventoryObject)
{
case INV_OBJECT_SHOTGUN:
g_LaraExtra.Weapons[WEAPON_SHOTGUN].SelectedAmmo = ring->selectedIndex;
break;
case INV_OBJECT_GRENADE_LAUNCHER:
g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].SelectedAmmo = ring->selectedIndex;
break;
case INV_OBJECT_CROSSBOW:
case INV_OBJECT_CROSSBOW_LASER:
g_LaraExtra.Weapons[WEAPON_CROSSBOW].SelectedAmmo = ring->selectedIndex;
break;
}
closeObject = true;
break;
}
UpdateSceneAndDrawInventory();
}
CloseRing(INV_RING_CHOOSE_AMMO, false);
// Reset secondary GUI
m_activeRing = INV_RING_WEAPONS;
ammoRing->draw = false;
ring->draw = true;
}
void Inventory::UseCurrentItem()
{
InventoryRing* ring = &m_rings[m_activeRing];
InventoryObject* inventoryObject = &ring->objects[ring->currentObject];
short objectNumber = m_objectsTable[inventoryObject->inventoryObject].objectNumber;
LaraItem->meshBits = -1;
int binocularRange = BinocularRange;
BinocularRange = 0;
OldLaraBusy = false;
// Small medipack
if (objectNumber == ID_SMALLMEDI_ITEM)
{
if ((LaraItem->hitPoints <= 0 || LaraItem->hitPoints >= 1000) && !Lara.poisoned)
{
SayNo();
return;
}
if (g_LaraExtra.NumSmallMedipacks != -1)
g_LaraExtra.NumSmallMedipacks--;
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);
return;
}
// Big medipack
if (objectNumber == ID_BIGMEDI_ITEM)
{
if ((LaraItem->hitPoints <= 0 || LaraItem->hitPoints >= 1000) && !Lara.poisoned)
{
SayNo();
return;
}
if (g_LaraExtra.NumLargeMedipacks != -1)
g_LaraExtra.NumLargeMedipacks--;
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);
return;
}
// Binoculars
if (objectNumber == ID_BINOCULARS_ITEM)
{
if (LaraItem->currentAnimState == STATE_LARA_STOP && LaraItem->animNumber == ANIMATION_LARA_STAY_IDLE || 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;
}
// 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)
{
m_selectedObject = objectNumber;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
return;
}
else
{
SayNo();
return;
}
}
// Flares
if (objectNumber == ID_FLARE_INV_ITEM)
{
if (Lara.waterStatus == LW_ABOVE_WATER)
{
m_selectedObject = objectNumber;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
return;
}
else
{
SayNo();
return;
}
}
// TODO: can cause problem with harpoongun in underwater and wading !
bool canUseWeapons = !(LaraItem->currentAnimState == STATE_LARA_CRAWL_IDLE ||
LaraItem->currentAnimState == STATE_LARA_CRAWL_FORWARD ||
LaraItem->currentAnimState == STATE_LARA_CRAWL_TURN_LEFT ||
LaraItem->currentAnimState == STATE_LARA_CRAWL_TURN_RIGHT ||
LaraItem->currentAnimState == STATE_LARA_CRAWL_BACK ||
LaraItem->currentAnimState == STATE_LARA_CRAWL_TO_CLIMB ||
LaraItem->currentAnimState == STATE_LARA_CROUCH_IDLE ||
LaraItem->currentAnimState == STATE_LARA_CROUCH_TURN_LEFT ||
LaraItem->currentAnimState == STATE_LARA_CROUCH_TURN_RIGHT ||
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);
}
else
{
SayNo();
}
return;
}
// 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);
}
else
{
SayNo();
}
return;
}
// 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);
}
else
{
SayNo();
}
return;
}
// 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);
}
else
{
SayNo();
}
return;
}
// Grenade launcher
if (objectNumber == ID_GRENADE_GUN_ITEM)
{
if (canUseWeapons)
{
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;
}
// 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);
}
else
{
SayNo();
}
return;
}
// 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);
}
else
{
SayNo();
}
return;
}
// Flares
if (objectNumber == ID_FLARE_INV_ITEM)
{
if (!Lara.gunStatus)
{
if (LaraItem->currentAnimState != STATE_LARA_CRAWL_IDLE &&
LaraItem->currentAnimState != STATE_LARA_CRAWL_FORWARD &&
LaraItem->currentAnimState != STATE_LARA_CRAWL_TURN_LEFT &&
LaraItem->currentAnimState != STATE_LARA_CRAWL_TURN_RIGHT &&
LaraItem->currentAnimState != STATE_LARA_CRAWL_BACK &&
LaraItem->currentAnimState != STATE_LARA_CRAWL_TO_CLIMB &&
Lara.waterStatus == LW_ABOVE_WATER)
{
if (Lara.gunType != WEAPON_FLARE)
{
TrInput = 0x80000;
LaraGun();
TrInput = 0;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
}
}
}
else
{
SayNo();
}
return;
}
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->rotation = 0;
ring->currentObject = 0;
ring->focusState = INV_FOCUS_STATE_NONE;
for (int j = 0; j < NUM_INVENTORY_OBJECTS_PER_RING; j++)
{
ring->objects[j].inventoryObject = -1;
ring->objects[j].rotation = 0;
ring->objects[j].scale = INV_OBJECTS_SCALE;
}
InsertObject(INV_RING_OPTIONS, INV_OBJECT_PASSPORT);
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;
m_selectedObject = NO_ITEM;
}
bool Inventory::UpdateSceneAndDrawInventory()
{
int nframes;
if (CurrentLevel == 0 && g_GameFlow->TitleType == TITLE_FLYBY)
{
// Control routines uses joints calculated here for getting Lara joint positions
CalcLaraMatrices(0);
phd_PushUnitMatrix();
CalcLaraMatrices(1);
// Calls my new rock & roll renderer :)
g_Renderer->DumpGameScene();
g_Renderer->DrawInventory();
Camera.numberFrames = g_Renderer->SyncRenderer();
// We need to pop the matrix stack or the game will crash
phd_PopMatrix();
nframes = Camera.numberFrames;
ControlPhase(nframes, 0);
}
else
{
g_Renderer->DrawInventory();
g_Renderer->SyncRenderer();
}
return true;
}
int Inventory::DoTitleInventory()
{
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;
// Fade in
g_Renderer->FadeIn();
for (int i = 0; i < FADE_FRAMES_COUNT; i++)
{
UpdateSceneAndDrawInventory();
}
CurrentAtmosphere = CDA_XA11_FLYBY1;
IsAtmospherePlaying = true;
S_CDPlay(CurrentAtmosphere, 1);
OpenRing(INV_RING_OPTIONS, true);
int result = INV_RESULT_NONE;
while (!ResetFlag)
{
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & IN_LEFT)
{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
// Change object right
float deltaAngle = 360.0f / ring->numObjects / INV_NUM_FRAMES_ROTATE;
ring->rotation = 0;
for (int i = 0; i < INV_NUM_FRAMES_ROTATE; i++)
{
ring->rotation += deltaAngle;
UpdateSceneAndDrawInventory();
}
if (ring->currentObject == ring->numObjects - 1)
ring->currentObject = 0;
else
ring->currentObject++;
ring->rotation = 0;
}
else if (DbInput & IN_RIGHT)
{
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
// Change object left
float deltaAngle = 360.0f / ring->numObjects / INV_NUM_FRAMES_ROTATE;
ring->rotation = 0;
for (int i = 0; i < INV_NUM_FRAMES_ROTATE; i++)
{
ring->rotation -= deltaAngle;
UpdateSceneAndDrawInventory();
}
if (ring->currentObject == 0)
ring->currentObject = ring->numObjects - 1;
else
ring->currentObject--;
ring->rotation = 0;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
if (ring->objects[ring->currentObject].inventoryObject == INV_OBJECT_PASSPORT)
{
int passportResult = DoPassport();
if (passportResult == INV_RESULT_NEW_GAME ||
passportResult == INV_RESULT_EXIT_GAME ||
passportResult == INV_RESULT_LOAD_GAME)
{
result = passportResult;
break;
}
}
if (ring->objects[ring->currentObject].inventoryObject == INV_OBJECT_KEYS)
DoControlsSettings();
if (ring->objects[ring->currentObject].inventoryObject == INV_OBJECT_SUNGLASSES)
DoGraphicsSettings();
if (ring->objects[ring->currentObject].inventoryObject == INV_OBJECT_HEADPHONES)
DoSoundSettings();
}
UpdateSceneAndDrawInventory();
}
CloseRing(INV_RING_OPTIONS, true);
// Fade out
g_Renderer->FadeOut();
for (int i = 0; i < FADE_FRAMES_COUNT; i++)
{
UpdateSceneAndDrawInventory();
}
return result;
}
InventoryObjectDefinition* Inventory::GetInventoryObject(int index)
{
return &m_objectsTable[index];
}
int Inventory::DoPassport()
{
InventoryRing* ring = &m_rings[m_activeRing];
ring->frameIndex = 0;
short choice = 0;
vector<int> choices;
if (m_type == INV_TYPE_TITLE)
{
choices.push_back(INV_WHAT_PASSPORT_NEW_GAME);
choices.push_back(INV_WHAT_PASSPORT_SELECT_LEVEL);
choices.push_back(INV_WHAT_PASSPORT_LOAD_GAME);
choices.push_back(INV_WHAT_PASSPORT_EXIT_GAME);
}
else
{
choices.push_back(INV_WHAT_PASSPORT_LOAD_GAME);
if (LaraItem->hitPoints > 0 || CurrentLevel == 0)
choices.push_back(INV_WHAT_PASSPORT_SAVE_GAME);
choices.push_back(INV_WHAT_PASSPORT_EXIT_TO_TITLE);
}
ring->passportAction = choices[0];
SoundEffect(SFX_TR3_MENU_CHOOSE, NULL, 0);
PopupObject();
// Open the passport
for (int i = 0; i < 14; i++)
{
UpdateSceneAndDrawInventory();
ring->frameIndex++;
}
bool moveLeft = false;
bool moveRight = false;
bool closePassport = false;
int result = INV_RESULT_NONE;
// Do the passport
while (true)
{
// Handle input
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & IN_DESELECT || closePassport)
{
moveLeft = false;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & IN_LEFT || moveLeft)
{
SoundEffect(SFX_TR3_MENU_PASSPORT, NULL, 0);
moveLeft = false;
moveRight = false;
closePassport = false;
if (choice > 0)
{
ring->frameIndex = 19;
for (int i = 0; i < 5; i++)
{
UpdateSceneAndDrawInventory();
ring->frameIndex--;
}
choice--;
}
}
else if (DbInput & IN_RIGHT || moveRight)
{
SoundEffect(SFX_TR3_MENU_PASSPORT, NULL, 0);
moveLeft = false;
moveRight = false;
closePassport = false;
if (choice < choices.size() - 1)
{
ring->frameIndex = 14;
for (int i = 0; i < 5; i++)
{
UpdateSceneAndDrawInventory();
ring->frameIndex++;
}
choice++;
}
}
if (choices[choice] == INV_WHAT_PASSPORT_LOAD_GAME)
{
// Load game
int selectedSavegame = 0;
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & IN_DESELECT)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
break;
}
else if (DbInput & IN_FORWARD && selectedSavegame > 0)
{
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
selectedSavegame--;
continue;
}
else if (DbInput & IN_BACK && selectedSavegame < MAX_SAVEGAMES - 1)
{
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
selectedSavegame++;
continue;
}
else if (DbInput & IN_LEFT)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & IN_RIGHT)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
//ReadSavegame(selectedSavegame);
g_GameFlow->SelectedSaveGame = selectedSavegame;
result = INV_RESULT_LOAD_GAME;
moveLeft = false;
moveRight = false;
closePassport = true;
break;
}
ring->selectedIndex = selectedSavegame;
ring->passportAction = INV_WHAT_PASSPORT_LOAD_GAME;
LoadSavegameInfos();
UpdateSceneAndDrawInventory();
}
}
else if (choices[choice] == INV_WHAT_PASSPORT_SAVE_GAME)
{
// Save game
int selectedSavegame = 0;
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & IN_DESELECT)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
break;
}
else if (DbInput & IN_FORWARD && selectedSavegame > 0)
{
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
selectedSavegame--;
continue;
}
else if (DbInput & IN_BACK && selectedSavegame < MAX_SAVEGAMES - 1)
{
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
selectedSavegame++;
continue;
}
else if (DbInput & IN_LEFT)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & IN_RIGHT)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
// 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;
}
ring->selectedIndex = selectedSavegame;
ring->passportAction = INV_WHAT_PASSPORT_SAVE_GAME;
LoadSavegameInfos();
UpdateSceneAndDrawInventory();
}
}
else if (choices[choice] == INV_WHAT_PASSPORT_SELECT_LEVEL)
{
// Save game
int selectedLevel = 0;
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & IN_DESELECT)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
break;
}
else if (DbInput & IN_FORWARD && selectedLevel > 0)
{
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
selectedLevel--;
continue;
}
else if (DbInput & IN_BACK && selectedLevel < g_GameFlow->GetNumLevels() - 1)
{
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
selectedLevel++;
continue;
}
else if (DbInput & IN_LEFT)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & IN_RIGHT)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
result = INV_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;
UpdateSceneAndDrawInventory();
}
}
else if (choices[choice] == INV_WHAT_PASSPORT_NEW_GAME)
{
// New game
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & IN_DESELECT)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
break;
}
else if (DbInput & IN_LEFT)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & IN_RIGHT)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
result = INV_RESULT_NEW_GAME;
moveLeft = false;
moveRight = false;
closePassport = true;
break;
}
ring->passportAction = INV_WHAT_PASSPORT_NEW_GAME;
UpdateSceneAndDrawInventory();
}
}
else if (choices[choice] == INV_WHAT_PASSPORT_EXIT_GAME)
{
// Exit game
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & IN_DESELECT)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
break;
}
else if (DbInput & IN_LEFT)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & IN_RIGHT)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
result = INV_RESULT_EXIT_GAME;
moveLeft = false;
moveRight = false;
closePassport = true;
break;
}
ring->passportAction = INV_WHAT_PASSPORT_EXIT_GAME;
UpdateSceneAndDrawInventory();
}
}
else if (choices[choice] == INV_WHAT_PASSPORT_EXIT_TO_TITLE)
{
// Exit game
while (true)
{
SetDebounce = 1;
S_UpdateInput();
SetDebounce = 0;
// Process input
if (DbInput & IN_DESELECT)
{
if (CurrentLevel == 0 || LaraItem->hitPoints > 0)
{
moveLeft = false;
moveRight = false;
closePassport = true;
}
break;
}
else if (DbInput & IN_LEFT)
{
moveLeft = true;
moveRight = false;
closePassport = false;
break;
}
else if (DbInput & IN_RIGHT)
{
moveLeft = false;
moveRight = true;
closePassport = false;
break;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
result = INV_RESULT_EXIT_TO_TILE;
moveLeft = false;
moveRight = false;
closePassport = true;
break;
}
ring->passportAction = INV_WHAT_PASSPORT_EXIT_TO_TITLE;
UpdateSceneAndDrawInventory();
}
}
else
{
UpdateSceneAndDrawInventory();
}
}
// Close the passport
ring->frameIndex = 24;
for (int i = 24; i < 30; i++)
{
UpdateSceneAndDrawInventory();
ring->frameIndex++;
}
ring->frameIndex = 0;
PopoverObject();
return result;
}
int Inventory::PopupObject()
{
InventoryRing* ring = &m_rings[m_activeRing];
int steps = INV_NUM_FRAMES_POPUP;
int deltaAngle = (0 - ring->objects[ring->currentObject].rotation) / steps;
float deltaScale = INV_OBJECTS_SCALE / (float)steps;
float deltaTilt = 90.0f / steps;
float deltaDistance = INV_OBJECT_DISTANCE / steps;
ring->focusState = INV_FOCUS_STATE_POPUP;
for (int i = 0; i < steps; i++)
{
UpdateSceneAndDrawInventory();
ring->objects[ring->currentObject].rotation += deltaAngle;
ring->objects[ring->currentObject].scale += deltaScale;
}
ring->focusState = INV_FOCUS_STATE_FOCUSED;
return 0;
}
int Inventory::PopoverObject()
{
InventoryRing* ring = &m_rings[m_activeRing];
int steps = INV_NUM_FRAMES_POPUP;
int deltaAngle = (0 - ring->objects[ring->currentObject].rotation) / steps;
float deltaScale = INV_OBJECTS_SCALE / (float)steps;
float deltaTilt = INV_OBJECT_TILT / steps;
float deltaDistance = INV_OBJECT_DISTANCE / steps;
ring->focusState = INV_FOCUS_STATE_POPOVER;
for (int i = 0; i < steps; i++)
{
UpdateSceneAndDrawInventory();
ring->objects[ring->currentObject].rotation -= deltaAngle;
ring->objects[ring->currentObject].scale -= deltaScale;
}
ring->focusState = INV_FOCUS_STATE_NONE;
return 0;
}
int Inventory::GetType()
{
return m_type;
}
void Inventory::DoControlsSettings()
{
InventoryRing* ring = &m_rings[m_activeRing];
ring->frameIndex = 0;
ring->selectedIndex = 0;
ring->waitingForKey = false;
PopupObject();
bool closeObject = false;
// Copy configuration to a temporary object
memcpy(&ring->Configuration.KeyboardLayout, &KeyboardLayout1, NUM_CONTROLS);
// Do the passport
while (true)
{
// Handle input
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & IN_DESELECT || closeObject)
{
if (!ring->waitingForKey)
closeObject = true;
else
ring->waitingForKey = false;
break;
}
else if (DbInput & IN_FORWARD)
{
closeObject = false;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->selectedIndex > 0)
ring->selectedIndex--;
}
else if (DbInput & IN_BACK)
{
closeObject = false;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->selectedIndex < NUM_CONTROLS + 2 - 1)
ring->selectedIndex++;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->selectedIndex == NUM_CONTROLS)
{
memcpy(KeyboardLayout1, ring->Configuration.KeyboardLayout, NUM_CONTROLS);
SaveConfiguration();
closeObject = true;
break;
}
else if (ring->selectedIndex == NUM_CONTROLS + 1)
{
closeObject = true;
break;
}
else
{
UpdateSceneAndDrawInventory();
continue;
}
}
// If RETURN is pressed, then wait for a new key
if (KeyMap[TR_KEY_RETURN] & 0x80)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
if (!ring->waitingForKey)
{
ring->waitingForKey = true;
TrInput = 0;
DbInput = 0;
ZeroMemory(KeyMap, 256);
while (true)
{
if (DbInput & IN_DESELECT)
{
ring->waitingForKey = false;
break;
}
int selectedKey = 0;
for (selectedKey = 0; selectedKey < 256; selectedKey++)
{
if (KeyMap[selectedKey] & 0x80)
break;
}
if (selectedKey == 256)
selectedKey = 0;
if (selectedKey && g_KeyNames[selectedKey])
{
// Can't rededefine special keys or the inventory will be not usable
if (!(selectedKey == TR_KEY_RETURN || selectedKey == TR_KEY_LEFT || selectedKey == TR_KEY_RIGHT ||
selectedKey == TR_KEY_UP || selectedKey == TR_KEY_DOWN))
{
if (selectedKey != TR_KEY_ESCAPE)
{
KeyboardLayout1[ring->selectedIndex] = selectedKey;
CheckKeyConflicts();
ring->waitingForKey = false;
break;
}
}
}
UpdateSceneAndDrawInventory();
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
}
}
}
UpdateSceneAndDrawInventory();
}
PopoverObject();
}
void Inventory::DoGraphicsSettings()
{
InventoryRing* ring = &m_rings[m_activeRing];
ring->frameIndex = 0;
ring->selectedIndex = 0;
PopupObject();
// Copy configuration to a temporary object
memcpy(&ring->Configuration, &g_Configuration, sizeof(GameConfiguration));
// Get current display mode
vector<RendererVideoAdapter>* adapters = g_Renderer->GetAdapters();
RendererVideoAdapter* adapter = &(*adapters)[ring->Configuration.Adapter];
ring->SelectedVideoMode = 0;
for (int i = 0; i < adapter->DisplayModes.size(); i++)
{
RendererDisplayMode* mode = &adapter->DisplayModes[i];
if (mode->Width == ring->Configuration.Width && mode->Height == ring->Configuration.Height &&
mode->RefreshRate == ring->Configuration.RefreshRate)
{
ring->SelectedVideoMode = i;
break;
}
}
bool closeObject = false;
// Do the menu
while (true)
{
// Handle input
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & IN_DESELECT || closeObject)
{
closeObject = true;
break;
}
else if (DbInput & IN_LEFT)
{
closeObject = false;
switch (ring->selectedIndex)
{
case INV_DISPLAY_RESOLUTION:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->SelectedVideoMode > 0)
ring->SelectedVideoMode--;
break;
case INV_DISPLAY_WINDOWED:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.Windowed = !ring->Configuration.Windowed;
break;
case INV_DISPLAY_SHADOWS:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.EnableShadows = !ring->Configuration.EnableShadows;
break;
case INV_DISPLAY_CAUSTICS:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.EnableCaustics = !ring->Configuration.EnableCaustics;
break;
case INV_DISPLAY_VOLUMETRIC_FOG:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.EnableVolumetricFog = !ring->Configuration.EnableVolumetricFog;
break;
}
}
else if (DbInput & IN_RIGHT)
{
closeObject = false;
switch (ring->selectedIndex)
{
case INV_DISPLAY_RESOLUTION:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->SelectedVideoMode < adapter->DisplayModes.size() - 1)
ring->SelectedVideoMode++;
break;
case INV_DISPLAY_WINDOWED:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.Windowed = !ring->Configuration.Windowed;
break;
case INV_DISPLAY_SHADOWS:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.EnableShadows = !ring->Configuration.EnableShadows;
break;
case INV_DISPLAY_CAUSTICS:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.EnableCaustics = !ring->Configuration.EnableCaustics;
break;
case INV_DISPLAY_VOLUMETRIC_FOG:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.EnableVolumetricFog = !ring->Configuration.EnableVolumetricFog;
break;
}
}
else if (DbInput & IN_FORWARD)
{
closeObject = false;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->selectedIndex > 0)
ring->selectedIndex--;
}
else if (DbInput & IN_BACK)
{
closeObject = false;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->selectedIndex < INV_DISPLAY_COUNT)
ring->selectedIndex++;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
if (ring->selectedIndex == INV_DISPLAY_APPLY)
{
// Save the configuration
RendererDisplayMode* mode = &adapter->DisplayModes[ring->SelectedVideoMode];
ring->Configuration.Width = mode->Width;
ring->Configuration.Height = mode->Height;
ring->Configuration.RefreshRate = mode->RefreshRate;
memcpy(&g_Configuration, &ring->Configuration, sizeof(GameConfiguration));
SaveConfiguration();
// Reset screen and go back
g_Renderer->ChangeScreenResolution(ring->Configuration.Width, ring->Configuration.Height,
ring->Configuration.RefreshRate, ring->Configuration.Windowed);
closeObject = true;
break;
}
else if (ring->selectedIndex == INV_DISPLAY_CANCEL)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
closeObject = true;
break;
}
else
{
}
}
UpdateSceneAndDrawInventory();
}
PopoverObject();
}
void Inventory::DoSoundSettings()
{
InventoryRing* ring = &m_rings[m_activeRing];
ring->frameIndex = 0;
ring->selectedIndex = 0;
PopupObject();
// Copy configuration to a temporary object
memcpy(&ring->Configuration, &g_Configuration, sizeof(GameConfiguration));
bool closeObject = false;
int oldVolume = ring->Configuration.MusicVolume;
int oldSfxVolume = ring->Configuration.SfxVolume;
bool wasSoundEnabled = ring->Configuration.EnableSound;
// Do the passport
while (true)
{
// Handle input
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
GameTimer++;
// Handle input
if (DbInput & IN_DESELECT || closeObject)
{
closeObject = true;
GlobalMusicVolume = oldVolume;
GlobalFXVolume = oldSfxVolume;
break;
}
else if (DbInput & IN_LEFT)
{
closeObject = false;
switch (ring->selectedIndex)
{
case INV_SOUND_ENABLED:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.EnableSound = !ring->Configuration.EnableSound;
break;
case INV_SOUND_SPECIAL_EFFECTS:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.EnableAudioSpecialEffects = !ring->Configuration.EnableAudioSpecialEffects;
break;
case INV_SOUND_MUSIC_VOLUME:
if (ring->Configuration.MusicVolume > 0)
{
ring->Configuration.MusicVolume--;
GlobalMusicVolume = ring->Configuration.MusicVolume;
}
break;
case INV_SOUND_SFX_VOLUME:
if (ring->Configuration.SfxVolume > 0)
{
ring->Configuration.SfxVolume--;
GlobalFXVolume = ring->Configuration.SfxVolume;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
}
break;
}
}
else if (DbInput & IN_RIGHT)
{
closeObject = false;
switch (ring->selectedIndex)
{
case INV_SOUND_ENABLED:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.EnableSound = !ring->Configuration.EnableSound;
break;
case INV_SOUND_SPECIAL_EFFECTS:
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
ring->Configuration.EnableAudioSpecialEffects = !ring->Configuration.EnableAudioSpecialEffects;
break;
case INV_SOUND_MUSIC_VOLUME:
if (ring->Configuration.MusicVolume < 100)
{
ring->Configuration.MusicVolume++;
GlobalMusicVolume = ring->Configuration.MusicVolume;
}
break;
case INV_SOUND_SFX_VOLUME:
if (ring->Configuration.SfxVolume < 100)
{
ring->Configuration.SfxVolume++;
GlobalFXVolume = ring->Configuration.SfxVolume;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
}
break;
}
}
else if (DbInput & IN_FORWARD)
{
closeObject = false;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->selectedIndex > 0)
ring->selectedIndex--;
}
else if (DbInput & IN_BACK)
{
closeObject = false;
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
if (ring->selectedIndex < INV_DISPLAY_COUNT)
ring->selectedIndex++;
}
else if (DbInput & IN_SELECT)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
if (ring->selectedIndex == INV_DISPLAY_APPLY)
{
// Save the configuration
GlobalMusicVolume = ring->Configuration.MusicVolume;
GlobalFXVolume = ring->Configuration.SfxVolume;
memcpy(&g_Configuration, &ring->Configuration, sizeof(GameConfiguration));
SaveConfiguration();
// Init or deinit the sound system
if (wasSoundEnabled && !g_Configuration.EnableSound)
Sound_DeInit();
else if (!wasSoundEnabled && g_Configuration.EnableSound)
Sound_Init();
closeObject = true;
break;
}
else if (ring->selectedIndex == INV_DISPLAY_CANCEL)
{
SoundEffect(SFX_MENU_SELECT, NULL, 0);
closeObject = true;
GlobalMusicVolume = oldVolume;
GlobalFXVolume = oldSfxVolume;
break;
}
else
{
}
}
UpdateSceneAndDrawInventory();
}
PopoverObject();
}
int Inventory::GetActiveGui()
{
return m_activeGui;
}
bool Inventory::IsObjectSeparable(short object)
{
for (int i = 0; i < m_combinations.size(); i++)
if (m_combinations[i].combinedObject == object)
return true;
return false;
}
void Inventory::OpenRing(int r, bool animateCamera)
{
InventoryRing* ring = &m_rings[r];
m_activeRing = r;
m_cameraY = ring->y;
int numFrames = INV_NUM_FRAMES_OPEN_CLOSE;
ring->rotation = 90;
ring->distance = 0;
float deltaAngle = ring->rotation / numFrames;
float deltaShift = INV_OBJECTS_DISTANCE / numFrames;
float deltaTilt = 0;
m_cameraTilt = INV_CAMERA_TILT;
if (animateCamera)
{
deltaTilt = (INV_CAMERA_ANIMATION_TILT - INV_CAMERA_TILT) / numFrames;
m_cameraTilt = INV_CAMERA_ANIMATION_TILT;
}
for (int i = 0; i < numFrames; i++)
{
ring->distance += deltaShift;
ring->rotation -= deltaAngle;
m_cameraTilt -= deltaTilt;
UpdateSceneAndDrawInventory();
}
m_cameraTilt = INV_CAMERA_TILT;
m_cameraY = m_rings[r].y;
ring->distance = INV_OBJECTS_DISTANCE;
ring->rotation = 0;
}
void Inventory::CloseRing(int r, bool animateCamera)
{
InventoryRing* ring = &m_rings[r];
int numFrames = INV_NUM_FRAMES_OPEN_CLOSE;
ring->rotation = 0;
ring->distance = INV_OBJECTS_DISTANCE;
float deltaAngle = 90.0f / numFrames;
float deltaShift = INV_OBJECTS_DISTANCE / numFrames;
float deltaTilt = 0;
m_cameraTilt = INV_CAMERA_TILT;
if (animateCamera)
{
deltaTilt = (INV_CAMERA_ANIMATION_TILT - INV_CAMERA_TILT) / numFrames;
m_cameraTilt = INV_CAMERA_TILT;
}
for (int i = 0; i < numFrames; i++)
{
ring->distance -= deltaShift;
ring->rotation += deltaAngle;
m_cameraTilt += deltaTilt;
UpdateSceneAndDrawInventory();
}
m_cameraTilt = (animateCamera ? INV_CAMERA_ANIMATION_TILT : INV_CAMERA_TILT);
ring->distance = 0;
ring->rotation = 90;
}
void Inventory::SwitchRing(int from, int to, float verticalShift)
{
InventoryRing* ring1 = &m_rings[from];
InventoryRing* ring2 = &m_rings[to];
int numFrames = INV_NUM_FRAMES_OPEN_CLOSE;
ring1->rotation = 0;
ring1->distance = INV_OBJECTS_DISTANCE;
ring2->rotation = 90;
ring2->distance = 0;
float deltaAngle = 90.0f / numFrames;
float deltaShift = INV_OBJECTS_DISTANCE / numFrames;
float deltaY = INV_RINGS_OFFSET * verticalShift / numFrames;
m_cameraTilt = INV_CAMERA_TILT;
ring1->draw = true;
ring2->draw = false;
for (int i = 0; i < numFrames; i++)
{
ring1->distance -= deltaShift;
ring1->rotation += deltaAngle;
ring2->distance += deltaShift;
ring2->rotation -= deltaAngle;
m_cameraY += deltaY;
if (i >= 2)
{
ring1->draw = false;
ring2->draw = true;
}
UpdateSceneAndDrawInventory();
}
ring1->distance = 0;
ring1->rotation = 90;
ring2->distance = INV_OBJECTS_DISTANCE;
ring2->rotation = 0;
m_cameraY = ring2->y;
}
float Inventory::GetCameraY()
{
return m_cameraY;
}
float Inventory::GetCameraTilt()
{
return m_cameraTilt;
}
bool Inventory::HasWeaponMultipleAmmos(short object)
{
return (object == INV_OBJECT_SHOTGUN || object == INV_OBJECT_CROSSBOW || object == INV_OBJECT_GRENADE_LAUNCHER);
}