X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems%2Finventory.qh;h=a022979a7065f7ee07c8cdfb0fc94c3ab9a0038a;hp=8b0d43305d9b243eb8eec33028079ebc4b125745;hb=201e1dace88941c841a9211c0e081fb21dc89577;hpb=7bae88d09fbd53cce732e31633aea92671b43699 diff --git a/qcsrc/common/items/inventory.qh b/qcsrc/common/items/inventory.qh index 8b0d43305d..a022979a70 100644 --- a/qcsrc/common/items/inventory.qh +++ b/qcsrc/common/items/inventory.qh @@ -1,50 +1,113 @@ -#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