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keys and puzzle items naming
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9582dfd502
commit
df8478e254
@ -1458,11 +1458,62 @@ struct Inventory {
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y = options[i].render(x, y, width, slot == i, &stg);
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}
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StringID getItemName(StringID def, TR::LevelID id, TR::Entity::Type type) {
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#define LVLCHECK(L, T, S) if (id == TR::L && type == TR::Entity::INV_##T) return S;
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LVLCHECK(LVL_TR1_2, KEY_ITEM_1, STR_KEY_SILVER);
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LVLCHECK(LVL_TR1_2, PUZZLE_1, STR_PUZZLE_GOLD_IDOL);
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LVLCHECK(LVL_TR1_3A, PUZZLE_1, STR_PUZZLE_COG);
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LVLCHECK(LVL_TR1_4, KEY_ITEM_1, STR_KEY_NEPTUNE);
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LVLCHECK(LVL_TR1_4, KEY_ITEM_2, STR_KEY_ATLAS);
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LVLCHECK(LVL_TR1_4, KEY_ITEM_3, STR_KEY_DAMOCLES);
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LVLCHECK(LVL_TR1_4, KEY_ITEM_4, STR_KEY_THOR);
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LVLCHECK(LVL_TR1_5, KEY_ITEM_1, STR_KEY_RUSTY);
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LVLCHECK(LVL_TR1_6, PUZZLE_1, STR_PUZZLE_GOLD_BAR);
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LVLCHECK(LVL_TR1_7A, KEY_ITEM_1, STR_KEY_GOLD);
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LVLCHECK(LVL_TR1_7A, KEY_ITEM_2, STR_KEY_SILVER);
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LVLCHECK(LVL_TR1_7A, KEY_ITEM_3, STR_KEY_RUSTY);
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LVLCHECK(LVL_TR1_7B, KEY_ITEM_1, STR_KEY_GOLD);
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LVLCHECK(LVL_TR1_7B, KEY_ITEM_2, STR_KEY_RUSTY);
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LVLCHECK(LVL_TR1_7B, KEY_ITEM_3, STR_KEY_RUSTY);
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LVLCHECK(LVL_TR1_8A, KEY_ITEM_1, STR_KEY_SAPPHIRE);
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LVLCHECK(LVL_TR1_8B, KEY_ITEM_1, STR_KEY_SAPPHIRE);
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LVLCHECK(LVL_TR1_8B, PUZZLE_2, STR_PUZZLE_SCARAB);
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LVLCHECK(LVL_TR1_8B, PUZZLE_3, STR_PUZZLE_HORUS);
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LVLCHECK(LVL_TR1_8B, PUZZLE_4, STR_PUZZLE_ANKH);
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LVLCHECK(LVL_TR1_8B, PUZZLE_1, STR_PUZZLE_HORUS);
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LVLCHECK(LVL_TR1_8C, KEY_ITEM_1, STR_KEY_GOLD);
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LVLCHECK(LVL_TR1_8C, PUZZLE_1, STR_PUZZLE_ANKH);
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LVLCHECK(LVL_TR1_8C, PUZZLE_2, STR_PUZZLE_SCARAB);
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LVLCHECK(LVL_TR1_10A, PUZZLE_1, STR_PUZZLE_FUSE);
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LVLCHECK(LVL_TR1_10A, PUZZLE_2, STR_PUZZLE_PYRAMID);
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LVLCHECK(LVL_TR1_EGYPT, KEY_ITEM_1, STR_KEY_GOLD);
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LVLCHECK(LVL_TR1_CAT, KEY_ITEM_1, STR_KEY_ORNATE);
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#undef LVLCHECK
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return def;
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}
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void renderItemText(float eye, Item *item) {
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if (item->type == TR::Entity::INV_PASSPORT && phaseChoose == 1.0f) {
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//
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} else
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UI::textOut(vec2(-eye, 480 - 32), item->desc.str, UI::aCenter, UI::width);
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} else {
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StringID str = getItemName(item->desc.str, game->getLevel()->id, item->type);
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UI::textOut(vec2(-eye, 480 - 32), str, UI::aCenter, UI::width);
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}
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renderItemCount(item, vec2(UI::width / 2 - 160 - eye, 480 - 96), 320);
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49
src/ui.h
49
src/ui.h
@ -103,10 +103,31 @@ enum StringID {
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, STR_AMMO_UZIS
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, STR_MEDI_SMALL
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, STR_MEDI_BIG
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, STR_PUZZLE
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, STR_KEY
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, STR_LEAD_BAR
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, STR_SCION
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// keys
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, STR_KEY
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, STR_KEY_SILVER
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, STR_KEY_RUSTY
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, STR_KEY_GOLD
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, STR_KEY_SAPPHIRE
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, STR_KEY_NEPTUNE
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, STR_KEY_ATLAS
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, STR_KEY_DAMOCLES
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, STR_KEY_THOR
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, STR_KEY_ORNATE
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// puzzles
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, STR_PUZZLE
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, STR_PUZZLE_GOLD_IDOL
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, STR_PUZZLE_GOLD_BAR
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, STR_PUZZLE_COG
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, STR_PUZZLE_FUSE
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, STR_PUZZLE_ANKH
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, STR_PUZZLE_HORUS
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, STR_PUZZLE_ANUBIS
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, STR_PUZZLE_SCARAB
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, STR_PUZZLE_PYRAMID
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, STR_MAX
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};
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@ -232,10 +253,30 @@ const char *STR[STR_MAX] = {
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, "Uzi Clips"
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, "Small Medi Pack"
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, "Large Medi Pack"
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, "Puzzle"
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, "Key"
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, "Lead Bar"
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, "Scion"
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// keys
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, "Key"
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, "Silver Key"
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, "Rusty Key"
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, "Gold Key"
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, "Sapphire Key"
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, "Neptune Key"
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, "Atlas Key"
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, "Damocles Key"
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, "Thor Key"
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, "Ornate Key"
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// puzzles
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, "Puzzle"
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, "Gold Idol"
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, "Gold Bar"
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, "Machine Cog"
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, "Fuse"
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, "Ankh"
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, "Eye of Horus"
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, "Seal of Anubis"
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, "Scarab"
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, "Pyramid Key"
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};
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namespace UI {
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