/** * @brief Debug function to print a player's inventory */ void G_InvList_f (const Player& player) { Edict* ent = nullptr; gi.DPrintf("Print inventory for '%s'\n", player.pers.netname); while ((ent = G_EdictsGetNextLivingActorOfTeam(ent, player.getTeam()))) { gi.DPrintf("actor: '%s'\n", ent->chr.name); const Container* cont = nullptr; while ((cont = ent->chr.inv.getNextCont(cont, true))) { Com_Printf("Container: %i\n", cont->id); Item* item = nullptr; while ((item = cont->getNextItem(item))) { Com_Printf(".. item.def(): %i, item.ammo: %i, item.ammoLeft: %i, x: %i, y: %i\n", (item->def() ? item->def()->idx : NONE), (item->ammoDef() ? item->ammoDef()->idx : NONE), item->getAmmoLeft(), item->getX(), item->getY()); if (item->def()) Com_Printf(".... weapon: %s\n", item->def()->id); if (item->ammoDef()) Com_Printf(".... ammo: %s (%i)\n", item->ammoDef()->id, item->getAmmoLeft()); } } const float invWeight = ent->chr.inv.getWeight(); const int maxWeight = ent->chr.score.skills[ABILITY_POWER]; const float penalty = GET_ENCUMBRANCE_PENALTY(invWeight, maxWeight); const int normalTU = GET_TU(ent->chr.score.skills[ABILITY_SPEED], 1.0f - WEIGHT_NORMAL_PENALTY); const int tus = GET_TU(ent->chr.score.skills[ABILITY_SPEED], penalty); const int tuPenalty = tus - normalTU; const char* penaltyStr = 1.0f - penalty < WEIGHT_NORMAL_PENALTY ? "'Light weight'" : (1.0f - penalty < WEIGHT_HEAVY_PENALTY ? "'Normal weight'" : "'Encumbered'"); Com_Printf("Weight: %g/%i, Encumbrance: %s (%.0f%%), TU's: %i (normal: %i, penalty/bonus: %+i)\n", invWeight, maxWeight, penaltyStr, invWeight / maxWeight * 100.0f, tus, normalTU, tuPenalty); } }
/** * @brief Conditions for moving items between containers. * @param[in] inv The inventory to move in. * @param[in] from Source container. * @param[in] fItem The item to be moved. * @param[in] to Destination container. * @param[in] tx X coordinate in destination container. * @param[in] ty Y coordinate in destination container. * @param[in,out] TU pointer to entity available TU at this moment * or @c nullptr if TU doesn't matter (outside battlescape) * @param[out] uponItem The item fItem is evetually dropped upon * @return IA_NOTIME when not enough TU. * @return IA_NONE if no action possible. * @return IA_NORELOAD if you cannot reload a weapon. * @return IA_RELOAD_SWAP in case of exchange of ammo in a weapon. * @return IA_RELOAD when reloading. * @return IA_ARMOUR when placing an armour on the actor. * @return IA_MOVE when just moving an item. */ inventory_action_t InventoryInterface::moveInInventory (Inventory* const inv, const invDef_t* from, Item* fItem, const invDef_t* to, int tx, int ty, int* TU, Item** uponItem) { assert(to); assert(from); if (uponItem) *uponItem = nullptr; if (from == to && fItem->getX() == tx && fItem->getY() == ty) return IA_NONE; int time = from->out + to->in; if (from == to) { if (from->isFloorDef()) time = 0; else time /= 2; } if (TU && *TU < time) return IA_NOTIME; assert(inv); int checkedTo = INV_DOES_NOT_FIT; /* Special case for moving an item within the same container. */ if (from == to) { /* Do nothing if we move inside a scroll container. */ if (from->scroll) return IA_NONE; const Container& cont = inv->getContainer(from->id); Item* item = nullptr; while ((item = cont.getNextItem(item))) { if (item != fItem) continue; if (item->getAmount() <= 1) continue; checkedTo = inv->canHoldItem(to, item->def(), tx, ty, fItem); if (!(checkedTo & INV_FITS)) return IA_NONE; item->setX(tx); item->setY(ty); if (uponItem) *uponItem = item; return IA_MOVE; } } /* If weapon is twohanded and is moved from hand to hand do nothing. */ /* Twohanded weapon are only in CID_RIGHT. */ if (fItem->def()->fireTwoHanded && to->isLeftDef() && from->isRightDef()) { return IA_NONE; } /* If non-armour moved to an armour slot then abort. * Same for non extension items when moved to an extension slot. */ if ((to->armour && !fItem->isArmour()) || (to->implant && !fItem->def()->implant) || (to->headgear && !fItem->def()->headgear)) { return IA_NONE; } /* Check if the target is a blocked inv-armour and source!=dest. */ if (to->single) checkedTo = inv->canHoldItem(to, fItem->def(), 0, 0, fItem); else { if (tx == NONE || ty == NONE) inv->findSpace(to, fItem, &tx, &ty, fItem); /* still no valid location found */ if (tx == NONE || ty == NONE) return IA_NONE; checkedTo = inv->canHoldItem(to, fItem->def(), tx, ty, fItem); } Item* ic; bool alreadyRemovedSource = false; if (to->armour && from != to && !checkedTo) { /* Store x/y origin coordinates of removed (source) item. * When we re-add it we can use this. */ const int cacheFromX = fItem->getX(); const int cacheFromY = fItem->getY(); /* Check if destination/blocking item is the same as source/from item. * In that case the move is not needed -> abort. */ Item* icTo = inv->getItemAtPos(to, tx, ty); if (fItem->def() == icTo->def()) return IA_NONE; /* Actually remove the ammo from the 'from' container. */ if (!removeFromInventory(inv, from, fItem)) return IA_NONE; else /* Removal successful - store this info. */ alreadyRemovedSource = true; Item cacheItem2 = this->cacheItem; /* Save/cache (source) item. The cacheItem is modified in MoveInInventory. */ /* Move the destination item to the source. */ moveInInventory(inv, to, icTo, from, cacheFromX, cacheFromY, TU, uponItem); /* Reset the cached item (source) (It'll be move to container emptied by destination item later.) */ this->cacheItem = cacheItem2; checkedTo = inv->canHoldItem(to, this->cacheItem.def(), 0, 0, fItem); } else if (!checkedTo) { /* Get the target-invlist (e.g. a weapon). We don't need to check for * scroll because checkedTo is always true here. */ ic = inv->getItemAtPos(to, tx, ty); if (ic && !to->isEquipDef() && fItem->def()->isLoadableInWeapon(ic->def())) { /* A target-item was found and the dragged item (implicitly ammo) * can be loaded in it (implicitly weapon). */ if (ic->getAmmoLeft() >= ic->def()->ammo && ic->ammoDef() == fItem->def()) { /* Weapon already fully loaded with the same ammunition -> abort */ return IA_NORELOAD; } time += ic->def()->getReloadTime(); if (!TU || *TU >= time) { if (TU) *TU -= time; if (ic->getAmmoLeft() >= ic->def()->ammo) { /* exchange ammo */ const Item item(ic->ammoDef()); /* Put current ammo in place of the new ammo unless floor - there can be more than 1 item */ const int cacheFromX = from->isFloorDef() ? NONE : fItem->getX(); const int cacheFromY = from->isFloorDef() ? NONE : fItem->getY(); /* Actually remove the ammo from the 'from' container. */ if (!removeFromInventory(inv, from, fItem)) return IA_NONE; /* Add the currently used ammo in place of the new ammo in the "from" container. */ if (addToInventory(inv, &item, from, cacheFromX, cacheFromY, 1) == nullptr) Sys_Error("Could not reload the weapon - add to inventory failed (%s)", invName); ic->setAmmoDef(this->cacheItem.def()); if (uponItem) *uponItem = ic; return IA_RELOAD_SWAP; } else { /* Actually remove the ammo from the 'from' container. */ if (!removeFromInventory(inv, from, fItem)) return IA_NONE; ic->setAmmoDef(this->cacheItem.def()); /* loose ammo of type ic->m saved on server side */ ic->setAmmoLeft(ic->def()->ammo); if (uponItem) *uponItem = ic; return IA_RELOAD; } } /* Not enough time -> abort. */ return IA_NOTIME; } /* temp container like CID_EQUIP and CID_FLOOR */ if (ic && to->temp) { /* We are moving to a blocked location container but it's the base-equipment floor or a battlescape floor. * We add the item anyway but it'll not be displayed (yet) * This is then used in addToInventory below.*/ /** @todo change the other code to browse through these things. */ inv->findSpace(to, fItem, &tx, &ty, fItem); if (tx == NONE || ty == NONE) { Com_DPrintf(DEBUG_SHARED, "MoveInInventory - item will be added non-visible (%s)\n", invName); } } else { /* Impossible move -> abort. */ return IA_NONE; } } /* twohanded exception - only CID_RIGHT is allowed for fireTwoHanded weapons */ if (fItem->def()->fireTwoHanded && to->isLeftDef()) to = &this->csi->ids[CID_RIGHT]; switch (checkedTo) { case INV_DOES_NOT_FIT: /* Impossible move - should be handled above, but add an abort just in case */ Com_Printf("MoveInInventory: Item doesn't fit into container."); return IA_NONE; case INV_FITS: /* Remove rotated tag */ fItem->rotated = false; break; case INV_FITS_ONLY_ROTATED: /* Set rotated tag */ fItem->rotated = true; break; case INV_FITS_BOTH: /* Leave rotated tag as-is */ break; } /* Actually remove the item from the 'from' container (if it wasn't already removed). */ if (!alreadyRemovedSource) if (!removeFromInventory(inv, from, fItem)) return IA_NONE; /* successful */ if (TU) *TU -= time; assert(this->cacheItem.def()); ic = addToInventory(inv, &this->cacheItem, to, tx, ty, 1); /* return data */ if (uponItem) { assert(ic); *uponItem = ic; } if (to->isArmourDef()) { assert(this->cacheItem.isArmour()); return IA_ARMOUR; } return IA_MOVE; }