4 #include "item/pickup.qh"
6 CLASS(Inventory, Object)
7 /** Stores counts of items, the id being the index */
8 ATTRIBARRAY(Inventory, inv_items, int, Items_MAX);
10 ATTRIB(Inventory, inventory, Inventory);
13 /** Player inventory */
16 REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
18 const int Inventory_groups_major = 16;
19 const int Inventory_groups_minor = 8; // ceil(Items_MAX / Inventory_groups_major)
21 #define G_MAJOR(id) (floor((id) / Inventory_groups_minor))
22 #define G_MINOR(id) ((id) % Inventory_groups_minor)
25 NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
28 const int majorBits = ReadShort();
29 for (int i = 0; i < Inventory_groups_major; ++i) {
30 if (!(majorBits & BIT(i))) {
33 const int minorBits = ReadByte();
34 for (int j = 0; j < Inventory_groups_minor; ++j) {
35 if (!(minorBits & BIT(j))) {
38 const GameItem it = Items_from(Inventory_groups_minor * i + j);
39 .int fld = inv_items[it.m_id];
40 int prev = this.(fld);
41 int next = this.(fld) = ReadByte();
42 LOG_TRACEF("%s: %.0f -> %.0f", it.m_name, prev, next);
50 void Inventory_Write(Inventory data)
53 WriteShort(MSG_ENTITY, 0);
59 FOREACH(Items, true, {
60 .int fld = inv_items[it.m_id];
61 const bool changed = data.inventory.(fld) != data.(fld);
63 majorBits = BITSET(majorBits, BIT(G_MAJOR(it.m_id)), true);
66 WriteShort(MSG_ENTITY, majorBits);
71 FOREACH(Items, majorBits & BIT(maj = G_MAJOR(it.m_id)), {
72 .int fld = inv_items[it.m_id];
73 const bool changed = data.inventory.(fld) != (data.inventory.(fld) = data.(fld));
77 #define X() MACRO_BEGIN \
79 WriteByte(MSG_ENTITY, minorBits); \
80 for (int j = 0; j < Inventory_groups_minor; ++j) { \
81 if (!(minorBits & BIT(j))) { \
84 const GameItem it = Items_from(Inventory_groups_minor * maj + j); \
85 WriteByte(MSG_ENTITY, data.inv_items[it.m_id]); \
92 minorBits = BITSET(minorBits, BIT(G_MINOR(it.m_id)), true);
104 bool Inventory_Send(Inventory this, Client to, int sf)
107 WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
108 entity e = this.owner;
109 if (IS_SPEC(e)) e = e.enemy;
111 Inventory data = e.inventory;
112 Inventory_Write(data);
116 void Inventory_new(entity e)
118 Inventory inv = NEW(Inventory), bak = NEW(Inventory);
120 inv.drawonlytoclient = e;
121 Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);
123 void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
124 void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }