X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems%2Finventory.qh;h=ba824f40b41c14c470a214c33eeb0bd6e9064c4d;hb=791f300d2660d6b75a51c6e7f302d6fa6b64861a;hp=7780a0054551c59d50150da9d0e6a5c8c90122be;hpb=46a44942030ee6350c6847bf0efe75a1e0d54c6b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/items/inventory.qh b/qcsrc/common/items/inventory.qh index 7780a0054..ba824f40b 100644 --- a/qcsrc/common/items/inventory.qh +++ b/qcsrc/common/items/inventory.qh @@ -1,29 +1,48 @@ -#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[Items_MAX]; +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 +Inventory g_inventory; NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew) { make_pure(this); - const int bits = ReadInt24_t(); - FOREACH(Items, bits & BIT(it.m_id), { - .int fld = inv_items[it.m_id]; - int prev = this.(fld); - int next = this.(fld) = ReadByte(); - LOG_TRACEF("%s: %.0f -> %.0f\n", it.m_name, prev, next); - }); + g_inventory = 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 @@ -31,24 +50,65 @@ NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew) #ifdef SVQC void Inventory_Write(Inventory data) { - int bits = 0; + if (!data) { + WriteShort(MSG_ENTITY, 0); + return; + } + TC(Inventory, data); + + int majorBits = 0; FOREACH(Items, true, { .int fld = inv_items[it.m_id]; - bits = BITSET(bits, BIT(it.m_id), data.inventory.(fld) != (data.inventory.(fld) = data.(fld))); + const bool changed = data.inventory.(fld) != data.(fld); + if (changed) { + majorBits = BITSET(majorBits, BIT(G_MAJOR(it.m_id)), true); + } }); - WriteInt24_t(MSG_ENTITY, bits); - FOREACH(Items, bits & BIT(it.m_id), { - WriteByte(MSG_ENTITY, data.inv_items[it.m_id]); + 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 } #endif +#undef G_MAJOR +#undef G_MINOR + #ifdef SVQC -bool Inventory_Send(entity this, entity to, int sf) +bool Inventory_Send(Inventory this, Client to, int sf) { + TC(Inventory, this); WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY); - entity e = self.owner; - if (IS_SPEC(e)) e = e.enemy; + 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); return true; @@ -56,13 +116,11 @@ bool Inventory_Send(entity this, entity to, int sf) void Inventory_new(entity e) { - Inventory inv = new_pure(Inventory), bak = new_pure(Inventory); + Inventory inv = NEW(Inventory), bak = NEW(Inventory); inv.inventory = bak; - inv.drawonlytoclient = e; + inv.drawonlytoclient = IS_CLIENT(e) ? e : e.m_client; 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