#include "all.qh"
+#ifdef GAMEQC
CLASS(Inventory, Object)
/** Stores counts of items, the id being the index */
- ATTRIBARRAY(Inventory, inv_items, int, Items_MAX);
- /** Previous state */
- ATTRIB(Inventory, inventory, Inventory);
+ ATTRIBARRAY(Inventory, inv_items, int, REGISTRY_MAX(Items));
ENDCLASS(Inventory)
/** Player inventory */
.Inventory inventory;
+/** Player inventory storage (holds previous state) */
+.Inventory inventory_store;
REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
-const int Inventory_groups_major = 16;
-const int Inventory_groups_minor = 8; // ceil(Items_MAX / Inventory_groups_major)
+const int Inventory_groups_minor = 8; // must be a multiple of 8 (one byte) to optimize bandwidth usage
+const int Inventory_groups_major = 4; // must be >= ceil(REGISTRY_COUNT(Items) / Inventory_groups_minor)
+#endif
+// no need to perform these checks on both server and client
+#ifdef CSQC
+STATIC_INIT(Inventory)
+{
+ if (Inventory_groups_minor / 8 != floor(Inventory_groups_minor / 8))
+ error("Inventory_groups_minor is not a multiple of 8.");
+ int min_major_value = ceil(REGISTRY_COUNT(Items) / Inventory_groups_minor);
+ if (Inventory_groups_major < min_major_value)
+ error(sprintf("Inventory_groups_major can not be < %d.", min_major_value));
+}
+#endif
+
+#ifdef SVQC
#define G_MAJOR(id) (floor((id) / Inventory_groups_minor))
#define G_MINOR(id) ((id) % Inventory_groups_minor)
+#endif
#ifdef CSQC
+#include <client/hud/panel/pickup.qh>
+
Inventory g_inventory;
+
+void Inventory_remove(entity this)
+{
+ if(g_inventory == this)
+ g_inventory = NULL;
+}
+
NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
{
make_pure(this);
g_inventory = this;
- const int majorBits = ReadShort();
+ this.entremove = Inventory_remove;
+ const int majorBits = Readbits(Inventory_groups_major);
for (int i = 0; i < Inventory_groups_major; ++i) {
if (!(majorBits & BIT(i))) {
continue;
}
- const int minorBits = ReadByte();
+ const int minorBits = Readbits(Inventory_groups_minor);
for (int j = 0; j < Inventory_groups_minor; ++j) {
if (!(minorBits & BIT(j))) {
continue;
}
- const GameItem it = Items_from(Inventory_groups_minor * i + j);
+ const GameItem it = REGISTRY_GET(Items, Inventory_groups_minor * i + j);
.int fld = inv_items[it.m_id];
int prev = this.(fld);
int next = this.(fld) = ReadByte();
- LOG_TRACEF("%s: %.0f -> %.0f", it.m_name, prev, next);
+
+ Pickup_Update(it, next - prev);
+ LOG_DEBUGF("%s: %.0f -> %.0f", it.m_name, prev, next);
}
}
return true;
}
+
+NET_HANDLE(TE_CSQC_WEAPONPICKUP, bool isnew)
+{
+ const Weapon it = REGISTRY_GET(Weapons, ReadByte());
+ Pickup_Update(it, 1);
+ return true;
+}
#endif
#ifdef SVQC
-void Inventory_Write(Inventory data)
+int minorBitsArr[Inventory_groups_major];
+void Inventory_Write(Inventory data, Inventory store)
{
if (!data) {
WriteShort(MSG_ENTITY, 0);
}
TC(Inventory, data);
+ for (int i = 0; i < Inventory_groups_major; ++i)
+ minorBitsArr[i] = 0;
+
int majorBits = 0;
FOREACH(Items, true, {
.int fld = inv_items[it.m_id];
- const bool changed = data.inventory.(fld) != data.(fld);
+ const bool changed = store.(fld) != data.(fld);
+ store.(fld) = data.(fld);
if (changed) {
- majorBits = BITSET(majorBits, BIT(G_MAJOR(it.m_id)), true);
+ int maj = G_MAJOR(it.m_id);
+ majorBits = BITSET(majorBits, BIT(maj), true);
+ minorBitsArr[maj] = BITSET(minorBitsArr[maj], BIT(G_MINOR(it.m_id)), true);
}
});
- WriteShort(MSG_ENTITY, majorBits);
- int minorBits = 0;
- int lastMaj = 0;
- int maj = 0;
- FOREACH(Items, majorBits & BIT(maj = G_MAJOR(it.m_id)), {
- .int fld = inv_items[it.m_id];
- const bool changed = data.inventory.(fld) != (data.inventory.(fld) = data.(fld));
- if (changed) {
- if (maj != lastMaj) {
- lastMaj = maj;
-#define X() MACRO_BEGIN \
- if (minorBits) { \
- WriteByte(MSG_ENTITY, minorBits); \
- for (int j = 0; j < Inventory_groups_minor; ++j) { \
- if (!(minorBits & BIT(j))) { \
- continue; \
- } \
- const entity it = Items_from(Inventory_groups_minor * maj + j); \
- WriteByte(MSG_ENTITY, data.inv_items[it.m_id]); \
- } \
- } \
-MACRO_END
- X();
- minorBits = 0;
- }
- minorBits = BITSET(minorBits, BIT(G_MINOR(it.m_id)), true);
- }
- });
- X();
-#undef X
+ Writebits(MSG_ENTITY, majorBits, Inventory_groups_major);
+ for (int i = 0; i < Inventory_groups_major; ++i)
+ {
+ if (!(majorBits & BIT(i)))
+ continue;
+
+ const int minorBits = minorBitsArr[i];
+ Writebits(MSG_ENTITY, minorBits, Inventory_groups_minor);
+ for (int j = 0; j < Inventory_groups_minor; ++j)
+ {
+ if (!(minorBits & BIT(j)))
+ continue;
+
+ const entity it = REGISTRY_GET(Items, Inventory_groups_minor * i + j);
+ WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
+ }
+ }
}
#endif
{
TC(Inventory, this);
WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
- entity e = this.owner;
- if (IS_SPEC(e)) e = PS(e.enemy); // TODO: how can this *ever* be the case?
- TC(Player, e);
- Inventory data = e.inventory;
- Inventory_Write(data);
+ TC(PlayerState, this.owner);
+ Inventory_Write(this, to.inventory_store);
return true;
}
-void Inventory_new(entity e)
+bool Inventory_customize(entity this, entity client)
{
- Inventory inv = NEW(Inventory), bak = NEW(Inventory);
- inv.inventory = bak;
- inv.drawonlytoclient = IS_CLIENT(e) ? e : e.m_client;
- Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);
+ // sends to spectators too!
+ return (PS(client) && PS(client).inventory == this);
}
-void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
+
+void Inventory_new(PlayerState this)
+{
+ Inventory inv = NEW(Inventory);
+ setcefc(inv, Inventory_customize);
+ this.inventory = inv;
+ inv.owner = this;
+ Net_LinkEntity(inv, false, 0, Inventory_Send);
+}
+void Inventory_delete(entity e) { delete(e.inventory); }
void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }
+
+void Inventory_clear(entity store)
+{
+ // NOTE: you will need to perform Inventory_update after this to update the storage entity
+ // (unless store is the storage entity)
+ FOREACH(Items, true, {
+ .int fld = inv_items[it.m_id];
+ store.(fld) = 0;
+ });
+}
+
+void InventoryStorage_attach(entity e) { e.inventory_store = NEW(Inventory); e.inventory_store.drawonlytoclient = e; }
+void InventoryStorage_delete(entity e) { delete(e.inventory_store); }
#endif