Пример #1
0
/**
 * @sa CL_InvDel
 * @sa G_SendInventory
 * @sa EV_INV_ADD
 */
void CL_InvAdd (const eventRegister_t *self, dbuffer *msg)
{
	const int number = NET_ReadShort(msg);
	le_t *le = LE_Get(number);
	int nr = NET_ReadShort(msg);

	if (!le)
		LE_NotFoundError(number);

	le->removeNextFrame = false;

	for (; nr-- > 0;) {
		item_t item;
		containerIndex_t container;
		int x, y;
		CL_NetReceiveItem(msg, &item, &container, &x, &y);

		if (LE_IsItem(le)) {
			if (container != csi.idFloor)
				Com_Error(ERR_DROP, "InvAdd for ET_ITEM but target container is not the floor but %i", container);
		} else if (INVDEF(container)->temp) {
			Com_Error(ERR_DROP, "InvAdd for %i to temp container %i", le->type, container);
		}

		if (cls.i.AddToInventory(&cls.i, &le->i, &item, INVDEF(container), x, y, item.amount) == NULL)
			Com_Error(ERR_DROP, "InvAdd failed - could not add %i item(s) of %s to container %i",
					item.amount, item.item->id, container);

		if (container == csi.idRight)
			le->right = item.item->idx;
		else if (container == csi.idLeft)
			le->left = item.item->idx;
		else if (container == csi.idExtension)
			le->extension = item.item->idx;
		else if (container == csi.idHeadgear)
			le->headgear = item.item->idx;
	}

	switch (le->type) {
	case ET_ACTOR:
	case ET_ACTOR2x2:
		LE_SetThink(le, LET_StartIdle);
		break;
	case ET_ITEM:
		LE_PlaceItem(le);
		break;
	default:
		break;
	}
}
Пример #2
0
/**
 * @sa CL_InvDel
 * @sa G_SendInventory
 * @sa EV_INV_ADD
 */
void CL_InvAdd (const eventRegister_t* self, dbuffer* msg)
{
	const int number = NET_ReadShort(msg);
	le_t* le = LE_Get(number);
	int nr = NET_ReadShort(msg);

	if (!le)
		LE_NotFoundError(number);

	le->flags &= ~LE_REMOVE_NEXT_FRAME;

	for (; nr-- > 0;) {
		Item item;
		containerIndex_t container;
		int x, y;
		CL_NetReceiveItem(msg, &item, &container, &x, &y);

		if (LE_IsItem(le)) {
			if (container != CID_FLOOR)
				Com_Error(ERR_DROP, "InvAdd for ET_ITEM but target container is not the floor but %i", container);
		} else if (INVDEF(container)->temp) {
			Com_Error(ERR_DROP, "InvAdd for %i to temp container %i", le->type, container);
		}

		if (cls.i.addToInventory(&le->inv, &item, INVDEF(container), x, y, item.getAmount()) == nullptr)
			Com_Error(ERR_DROP, "InvAdd failed - could not add %i item(s) of %s to container %i",
					item.getAmount(), item.def()->id, container);

		if (container == CID_RIGHT)
			le->right = item.def()->idx;
		else if (container == CID_LEFT)
			le->left = item.def()->idx;
		else if (container == CID_HEADGEAR)
			le->headgear = item.def()->idx;
	}

	switch (le->type) {
	case ET_ACTOR:
	case ET_ACTOR2x2:
		if (LE_IsSelected(le))
			Cmd_ExecuteString("hud_updateactorload");
		LE_SetThink(le, LET_StartIdle);
		break;
	case ET_ITEM:
		LE_PlaceItem(le);
		break;
	default:
		break;
	}
}
Пример #3
0
/**
 * @sa CL_InvAdd
 */
void CL_InvDel (const eventRegister_t *self, dbuffer *msg)
{
	le_t	*le;
	int		number;
	int		x, y;
	containerIndex_t container;
	invList_t	*ic;

	NET_ReadFormat(msg, self->formatString, &number, &container, &x, &y);

	le = LE_Get(number);
	if (!le)
		Com_Error(ERR_DROP, "InvDel message ignored... LE not found\n");

	/* update the local entity to ensure that the correct weapon/item is rendered in the battlescape */
	if (container == csi.idRight)
		le->right = NONE;
	else if (container == csi.idLeft)
		le->left = NONE;
	else if (container == csi.idExtension)
		le->extension = NONE;
	else if (container == csi.idHeadgear)
		le->headgear = NONE;

	if (le->type == ET_ACTOR || le->type == ET_ACTOR2x2)
		LE_SetThink(le, LET_StartIdle);

	ic = INVSH_SearchInInventory(&le->i, INVDEF(container), x, y);
	/* ic can be null for other team actors - we don't the full inventory of them, only
	 * the object index */
	if (!ic)
		return;

	if (!cls.i.RemoveFromInventory(&cls.i, &le->i, INVDEF(container), ic))
		Com_Error(ERR_DROP, "CL_InvDel: No item was removed from container %i", container);

	if (le == selActor)
		Cmd_ExecuteString("hud_updateactorload");

	/* update the rendered item after it was removed from the floor container */
	if (LE_IsItem(le))
		LE_PlaceItem(le);
}