-- OPENTOMB INVENTORY ITEM LIST
-- by Lwmte, Sep 2014

--------------------------------------------------------------------------------
-- Defines global inventory items.
-- Since different versions of TR feature different weapons yet originating from
-- the previous one (e. g., Automags originating from Magnums, MP5 originating
-- from M16, etc.), it unifies similar weapons from various games under ancestor
-- name. For example, ITEM_MAGNUM count either for magnums, automags, desert
-- eagle and revolver.
--------------------------------------------------------------------------------

---------------------------------------
-- WEAPON SECTION
---------------------------------------
ITEM_PISTOL         = 10;
ITEM_SHOTGUN        = 11;
ITEM_MAGNUM         = 12;           -- TR1 Magnum
ITEM_AUTOMAGS       = 13;           -- TR2: Auto Pistols (Aka MAGNUM)
ITEM_DESERTEAGLE    = 14;           -- TR3/5 Desert Eagle (Aka MAGNUM)
ITEM_REVOLVER       = 15;           -- TR4/5 Revolver (Aka MAGNUM)
ITEM_UZI            = 16;
ITEM_M16            = 17;           -- TR2: M16
ITEM_MP5            = 18;           -- TR3: MP5 & TR5: H&K
ITEM_GRENADEGUN     = 19;
ITEM_ROCKETGUN      = 20;
ITEM_HARPOONGUN     = 21;
ITEM_CROSSBOW       = 22;           -- TR4: Crossbow
ITEM_GRAPPLEGUN     = 23;           -- TR5: Grappling Gun
---------------------------------------
-- !WEAPON SECTION
---------------------------------------

ITEM_LASERSIGHT = 24;    -- Exist only in TR4-5.
ITEM_BINOCULARS = 25;    -- Exist only in TR4-5.
ITEM_SILENCER   = 26;    -- Exist only in TR5, not used.

ITEM_SHOTGUN_AMMO = 28;
ITEM_SHOTGUN_NORMAL_AMMO = 29;
ITEM_SHOTGUN_WIDESHOT_AMMO = 30;
ITEM_MAGNUM_AMMO = 31;
ITEM_DESERTEAGLE_AMMO = 32;
ITEM_AUTOMAGS_AMMO = 33;
ITEM_REVOLVER_AMMO = 34;
ITEM_UZI_AMMO = 35;
ITEM_M16_AMMO = 36;
ITEM_MP5_AMMO = 37;
ITEM_GRENADEGUN_AMMO = 38;
ITEM_GRENADEGUN_NORMAL_AMMO = 39;
ITEM_GRENADEGUN_SUPER_AMMO = 40;
ITEM_GRENADEGUN_FLASH_AMMO = 41;
ITEM_ROCKETGUN_AMMO = 42;
ITEM_HARPOONGUN_AMMO = 43;
ITEM_CROSSBOW_NORMAL_AMMO = 44;
ITEM_CROSSBOW_POISON_AMMO = 45;
ITEM_CROSSBOW_EXPLOSIVE_AMMO = 46;
ITEM_GRAPPLEGUN_AMMO = 47;

ITEM_FLARES = 48;
ITEM_SINGLE_FLARE = 49;
ITEM_TORCH = 50;

ITEM_SMALL_MEDIPACK = 51;
ITEM_LARGE_MEDIPACK = 52;

ITEM_REVOLVER_LASERSIGHT     =  1220;    -- Extra item index for revolver + lasersight (TR4-5)
ITEM_CROSSBOW_LASERSIGHT     =  1820;    -- Extra item index for crossbow + lasersight (TR4)
ITEM_MP5_LASERSIGHT          =  1420;    -- Extra item index for H&K gun + lasersight (TR5)

--------------------------------------------------------------------------------
-- Defines level-specific inventory items.
-- Despite the fact that these items change across level versions, they usually
-- share the same slots under some common names listed in objects.h file. On a
-- later stage, names are specified for each level via script. Hence, we can
-- safely redefine these items here and assign names to them via per-level
-- script file later.
--------------------------------------------------------------------------------

ITEM_KEY_1  = 60;
ITEM_KEY_2  = 61;
ITEM_KEY_3  = 62;
ITEM_KEY_4  = 63;     -- This is the last key slot for TR1-3.
ITEM_KEY_5  = 64;
ITEM_KEY_6  = 65;
ITEM_KEY_7  = 66;
ITEM_KEY_8  = 67;
ITEM_KEY_9  = 68;
ITEM_KEY_10 = 69;
ITEM_KEY_11 = 70;
ITEM_KEY_12 = 71;     -- This is the last key slot for TR4-5.

ITEM_PUZZLE_1  = 80;
ITEM_PUZZLE_2  = 81;
ITEM_PUZZLE_3  = 82;
ITEM_PUZZLE_4  = 83;  -- This is the last puzzle slot for TR1-3.
ITEM_PUZZLE_5  = 84;
ITEM_PUZZLE_6  = 85;
ITEM_PUZZLE_7  = 86;
ITEM_PUZZLE_8  = 87;
ITEM_PUZZLE_9  = 88;
ITEM_PUZZLE_10 = 89;
ITEM_PUZZLE_11 = 90;
ITEM_PUZZLE_12 = 91;  -- This is the last puzzle slot for TR4-5.

-- Pickup items are generic slots for items that are neither keys nor
-- puzzles.

ITEM_PICKUP_1 = 100;
ITEM_PICKUP_2 = 101;
ITEM_PICKUP_3 = 102;
ITEM_PICKUP_4 = 103;
ITEM_PICKUP_5 = 104;
ITEM_PICKUP_6 = 105;

-- Quest items are usually global for each game (e. g., Scion for TR1,
-- Dagger of Xian for TR2, etc.), but occasionally, same quest item
-- slot may share several items which were removed from inventory
-- before.

ITEM_QUEST_1 = 110;
ITEM_QUEST_2 = 111;
ITEM_QUEST_3 = 112;
ITEM_QUEST_4 = 113;
ITEM_QUEST_5 = 114;
ITEM_QUEST_6 = 115;
ITEM_QUEST_7 = 116;
ITEM_QUEST_8 = 117;

-- Secret items only exist in TR2 and TR5, plus they appear in first
-- level of TR4. In TR2, there are three secret items, while in TR4 and
-- TR5, there is only one secret item slot.

ITEM_SECRET_1 = 120;
ITEM_SECRET_2 = 121;
ITEM_SECRET_3 = 122;

--------------------------------------------------------------------------------
-- Defines TR4-5-specific items.
-- TR4 and TR5 introduced a lot of unique pick-up objects, which never existed
-- in earlier games. Therefore, to ease out conditional checks, we specify all
-- these items after all other items are specified.
--------------------------------------------------------------------------------

-- Combo items only exist in TR4-5, and they produce corresponding
-- full item when combined. Both TR4-5 contain combo variations only
-- for first 8 puzzle and key items.

ITEM_PUZZLE_1_COMBO_A   = 130;
ITEM_PUZZLE_1_COMBO_B   = 131;
ITEM_PUZZLE_2_COMBO_A   = 132;
ITEM_PUZZLE_2_COMBO_B   = 133;
ITEM_PUZZLE_3_COMBO_A   = 134;
ITEM_PUZZLE_3_COMBO_B   = 135;
ITEM_PUZZLE_4_COMBO_A   = 136;
ITEM_PUZZLE_4_COMBO_B   = 137;
ITEM_PUZZLE_5_COMBO_A   = 138;
ITEM_PUZZLE_5_COMBO_B   = 139;
ITEM_PUZZLE_6_COMBO_A   = 140;
ITEM_PUZZLE_6_COMBO_B   = 141;
ITEM_PUZZLE_7_COMBO_A   = 142;
ITEM_PUZZLE_7_COMBO_B   = 143;
ITEM_PUZZLE_8_COMBO_A   = 144;
ITEM_PUZZLE_8_COMBO_B   = 145;

ITEM_KEY_1_COMBO_A      = 150;
ITEM_KEY_1_COMBO_B      = 151;
ITEM_KEY_2_COMBO_A      = 152;
ITEM_KEY_2_COMBO_B      = 153;
ITEM_KEY_3_COMBO_A      = 154;
ITEM_KEY_3_COMBO_B      = 155;
ITEM_KEY_4_COMBO_A      = 156;
ITEM_KEY_4_COMBO_B      = 157;
ITEM_KEY_5_COMBO_A      = 158;
ITEM_KEY_5_COMBO_B      = 159;
ITEM_KEY_6_COMBO_A      = 160;
ITEM_KEY_6_COMBO_B      = 161;
ITEM_KEY_7_COMBO_A      = 162;
ITEM_KEY_7_COMBO_B      = 163;
ITEM_KEY_8_COMBO_A      = 164;
ITEM_KEY_8_COMBO_B      = 165;

ITEM_PICKUP_1_COMBO_A   = 170;
ITEM_PICKUP_1_COMBO_B   = 171;
ITEM_PICKUP_2_COMBO_A   = 172;
ITEM_PICKUP_2_COMBO_B   = 173;
ITEM_PICKUP_3_COMBO_A   = 174;
ITEM_PICKUP_3_COMBO_B   = 175;
ITEM_PICKUP_4_COMBO_A   = 176;
ITEM_PICKUP_4_COMBO_B   = 177;

-- Waterskin items are kind of combo items, but with very specific
-- kind of action - you can pour the water from one to another.

ITEM_WATERSKIN_SMALL_0  = 180;
ITEM_WATERSKIN_SMALL_1  = 181;
ITEM_WATERSKIN_SMALL_2  = 182;
ITEM_WATERSKIN_SMALL_3  = 183;
ITEM_WATERSKIN_LARGE_0  = 184;
ITEM_WATERSKIN_LARGE_1  = 185;
ITEM_WATERSKIN_LARGE_2  = 186;
ITEM_WATERSKIN_LARGE_3  = 187;
ITEM_WATERSKIN_LARGE_4  = 188;
ITEM_WATERSKIN_LARGE_5  = 189;

-- Crowbar item is a specific pick-up for TR4-5 only. Despite the fact
-- that it also was present in TR3, it counted there as simple puzzle
-- piece (and that's the reason why it was used with usual Lara puzzle
-- insertion animation).

ITEM_CROWBAR = 190;

-- Examine items are present only in TR4.

ITEM_EXAMINE_1 = 200;
ITEM_EXAMINE_2 = 201;
ITEM_EXAMINE_3 = 202;

-- Chloroform and cloth is only present in TR5.

ITEM_CHLOROFORM       = 210;
ITEM_CLOTH            = 211;
ITEM_CHLOROFORM_CLOTH = 212;