]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/items/inventory.qh
Inventory: expand capacity
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / inventory.qh
index 8b0d43305d9b243eb8eec33028079ebc4b125745..a022979a7065f7ee07c8cdfb0fc94c3ab9a0038a 100644 (file)
-#ifndef INVENTORY_H
-#define INVENTORY_H
+#pragma once
 
 #include "all.qh"
 #include "item/pickup.qh"
 
-entityclass(Inventory);
-/** Stores counts of items, the id being the index */
-class(Inventory) .int inv_items[MAX_ITEMS];
+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);
+ENDCLASS(Inventory)
 
-/** Player inventory; Inventories also have one inventory for storing the previous state */
+/** Player inventory */
 .Inventory inventory;
 
+REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
+
+const int Inventory_groups_major = 16;
+const int Inventory_groups_minor = 8; // ceil(Items_MAX / Inventory_groups_major)
+
+#define G_MAJOR(id) (floor((id) / Inventory_groups_minor))
+#define G_MINOR(id) ((id) % Inventory_groups_minor)
+
 #ifdef CSQC
-void Inventory_Read(Inventory data)
+NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
 {
-    const int bits = ReadInt24_t();
-    FOREACH(ITEMS, bits & BIT(i), LAMBDA(
-        .int fld = inv_items[i];
-        int prev = data.(fld);
-        int next = data.(fld) = ReadByte();
-        dprintf("%s: %.0f -> %.0f\n", ITEMS[i].m_name, prev, next);
-    ));
+    make_pure(this);
+    const int majorBits = ReadShort();
+    for (int i = 0; i < Inventory_groups_major; ++i) {
+        if (!(majorBits & BIT(i))) {
+            continue;
+        }
+        const int minorBits = ReadByte();
+        for (int j = 0; j < Inventory_groups_minor; ++j) {
+            if (!(minorBits & BIT(j))) {
+                continue;
+            }
+            const GameItem it = Items_from(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);
+        }
+    }
+    return true;
 }
 #endif
 
 #ifdef SVQC
 void Inventory_Write(Inventory data)
 {
-    int bits = 0;
-    FOREACH(ITEMS, true, LAMBDA(
-        .int fld = inv_items[i];
-        bits = BITSET(bits, BIT(i), data.inventory.(fld) != (data.inventory.(fld) = data.(fld)));
-    ));
-    WriteInt24_t(MSG_ENTITY, bits);
-    FOREACH(ITEMS, bits & BIT(i), LAMBDA(
-        WriteByte(MSG_ENTITY, data.inv_items[i]);
-    ));
+    if (!data) {
+        WriteShort(MSG_ENTITY, 0);
+        return;
+    }
+    TC(Inventory, data);
+
+    int majorBits = 0;
+    FOREACH(Items, true, {
+        .int fld = inv_items[it.m_id];
+        const bool changed = data.inventory.(fld) != data.(fld);
+        if (changed) {
+            majorBits = BITSET(majorBits, BIT(G_MAJOR(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 GameItem 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
 }
 #endif
 
+#undef G_MAJOR
+#undef G_MINOR
+
 #ifdef SVQC
-bool Inventory_Send(entity to, int sf)
+bool Inventory_Send(Inventory this, Client to, int sf)
 {
-    WriteByte(MSG_ENTITY, ENT_CLIENT_INVENTORY);
-    entity e = self.owner;
+    TC(Inventory, this);
+    WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
+    entity e = this.owner;
     if (IS_SPEC(e)) e = e.enemy;
+    TC(Player, e);
     Inventory data = e.inventory;
     Inventory_Write(data);
     return true;
@@ -52,14 +115,11 @@ bool Inventory_Send(entity to, int sf)
 
 void Inventory_new(entity e)
 {
-    Inventory inv = new(Inventory), bak = new(Inventory);
-    inv.classname = "inventory", bak.classname = "inventory";
+    Inventory inv = NEW(Inventory), bak = NEW(Inventory);
     inv.inventory = bak;
     inv.drawonlytoclient = e;
     Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);
 }
-void Inventory_delete(entity e) { remove(e.inventory.inventory); remove(e.inventory); }
+void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
 void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }
 #endif
-
-#endif